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Hero Designer 6th Edition - Hero Games Company

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Created by dan Simon


Created By: Dan Simon<br />

Concept: Dan Simon and Steven S. Long<br />

Documentation: Rod Currie<br />

PDF Generation: B. Neumeier<br />

SPECIAL THANKS<br />

From Dan: It has been said that the <strong>Hero</strong> <strong>Games</strong> community is one of the best in the industry in terms of supporting each other and<br />

helping the HERO System to grow. Never has this been made more clear to me than in the massive effort put forth by the entire community in<br />

testing and helping to debug <strong>Hero</strong> <strong>Designer</strong>. Over the past several years, members of the <strong>Hero</strong> <strong>Games</strong> community have spent countless hours<br />

testing and retesting <strong>Hero</strong> <strong>Designer</strong>, finding all of my mistakes, and making suggestions on ways to improve the application.<br />

To all of the players that have helped make <strong>Hero</strong> <strong>Designer</strong> a reality: Thank you. This project would not have been possible without you.<br />

From Steve: <strong>Hero</strong> <strong>Games</strong> would also like to thank: Dan, for all his hard work; and Rod, for preparing this manual. Thanks, guys!<br />

DISCLAIMER<br />

While the programmer has worked hard to make <strong>Hero</strong> <strong>Designer</strong> follow the HERO System 5th <strong>Edition</strong> and HERO System <strong>6th</strong> <strong>Edition</strong><br />

rules, only the HERO System 5th <strong>Edition</strong> Revised and HERO System <strong>6th</strong> <strong>Edition</strong> rulebook, the Rules FAQs and errata pages maintained on<br />

the <strong>Hero</strong> <strong>Games</strong> website, and the rulings of the HERO System Line Developer are "official" explanations of the rules. As more gamers use<br />

the HERO System in more ways, situations sometimes arise which have not previously been considered, and our general understanding and<br />

interpretation of the rules grows and improves. In the event an official rules explanation differs from <strong>Hero</strong> <strong>Designer</strong>, the program will be<br />

updated at the earliest convenience of <strong>Hero</strong> <strong>Games</strong>.<br />

<strong>Hero</strong> <strong>Designer</strong> © 2002, 2003, 2006, 2009 by DOJ, Inc. d/b/a <strong>Hero</strong> <strong>Games</strong>. All rights reserved.<br />

HERO System ® is DOJ, Inc.'s trademark for its roleplaying system.<br />

HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a <strong>Hero</strong> <strong>Games</strong>. All rights reserved.<br />

No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying,<br />

recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ,<br />

Inc., 226 E. 54th Street, #605, New York, NY 10022-48541


INTRODUCTION ...................................................................... 1<br />

What’s New In <strong>Hero</strong> <strong>Designer</strong> 6 th <strong>Edition</strong>? .......................................... 1<br />

<strong>Hero</strong> <strong>Designer</strong> Support ............................................................... 1<br />

<strong>Hero</strong> System Fifth <strong>Edition</strong> Revised ............................................. 1<br />

Standard Character Templates ................................................... 2<br />

BASIC CONCEPTS ................................................................... 2<br />

Character Templates ........................................................................... 2<br />

Export Formats ................................................................................... 2<br />

Configurable Preferences ................................................................... 2<br />

Configurable Campaign Rules ............................................................. 2<br />

Prefabs ................................................................................................ 2<br />

Package Deals (Templates) ................................................................. 3<br />

<strong>Hero</strong> <strong>Designer</strong> Math ............................................................................ 3<br />

Rounding Calculations ..................................................................... 3<br />

Formulae Versus Tables ................................................................... 3<br />

Sharing <strong>Hero</strong> <strong>Designer</strong> Files ....................................................... 3<br />

<strong>Hero</strong> <strong>Designer</strong> Character Packs .................................................. 4<br />

Editable Fields .................................................................................... 4<br />

Value Selector Boxes ....................................................................... 4<br />

Editable Text Fields .......................................................................... 4<br />

Pop-Up Boxes ..................................................................................... 4<br />

Install Directory ................................................................................... 4<br />

Updating <strong>Hero</strong> <strong>Designer</strong> ...................................................................... 4<br />

USING HERO DESIGNER ......................................................... 5<br />

Starting A Character............................................................................ 5<br />

Total Points In Sixth <strong>Edition</strong> ........................................................ 6<br />

Loading An Existing Character ......................................................... 6<br />

Changing The Character Template ...................................................... 6<br />

Exploring The <strong>Hero</strong> <strong>Designer</strong> Interface ............................................... 6<br />

Basic Info Tab ................................................................................... 7<br />

Cutting And Pasting From Other Applications ............................. 7<br />

A Note About Entering Characteristics ....................................... 8<br />

Background Tab ............................................................................... 8<br />

Characteristics Tab ........................................................................... 8<br />

Characteristic Maxima .................................................................. 8<br />

Ability And Complications Tabs ........................................................ 9<br />

Skills Tab ....................................................................................... 9<br />

Perks Tab ....................................................................................... 9<br />

Where Are Disadvantages? ......................................................... 9<br />

Talents Tab .................................................................................. 10<br />

Martial Arts Tab ........................................................................... 10<br />

Powers Tab .................................................................................. 10<br />

Complications Tab ....................................................................... 10<br />

Equipment Tab ............................................................................. 10<br />

Separating Tabs From Main Window ........................................... 10<br />

Adding Abilities And Complications .................................................. 11<br />

Adding An Item ............................................................................... 11<br />

Deleting An Item ............................................................................. 11<br />

Moving An Item .............................................................................. 11<br />

Editing An Item ............................................................................... 11<br />

Naming An Item.............................................................................. 11<br />

Modifiers and Templates .......................................................... 12<br />

Changing The Text Of An Item ........................................................ 12<br />

TABLE OF CONTENTS<br />

Attaching Adders And Modifiers ..................................................... 12<br />

Ability-Specific Adders ................................................................ 12<br />

Standard Modifiers ...................................................................... 12<br />

Custom Modifiers ........................................................................ 13<br />

Custom Adders ............................................................................ 13<br />

Modifier Intelligence ................................................................. 13<br />

Special Effects .......................................................................... 14<br />

Copying, Cutting, And Pasting Modifiers ........................................ 14<br />

Cost Multipliers .............................................................................. 14<br />

Assigning Special Effects ............................................................... 14<br />

Attaching Notes .............................................................................. 14<br />

Associating Files ............................................................................ 14<br />

Viewing An Ability’s Definition ........................................................ 15<br />

Copying, Cutting, And Pasting ........................................................ 15<br />

Unusual Everyman Skills .......................................................... 16<br />

Sorting ........................................................................................... 16<br />

Skills .............................................................................................. 16<br />

Custom Skills .............................................................................. 17<br />

Language Familiarity Chart ...................................................... 17<br />

Perks .............................................................................................. 18<br />

Custom Perks .............................................................................. 18<br />

Talents ............................................................................................ 18<br />

Custom Talents ............................................................................ 19<br />

Martial Arts ..................................................................................... 19<br />

Custom Maneuvers ..................................................................... 20<br />

Powers ........................................................................................... 21<br />

Characteristics From Powers ...................................................... 21<br />

Characteristics As Powers ........................................................... 21<br />

Buying SPD As A Power ............................................................ 21<br />

Targeting And Nontargeting Senses ......................................... 22<br />

Compound Powers ...................................................................... 22<br />

Naked Advantages ....................................................................... 22<br />

Custom Powers ........................................................................... 23<br />

Disadvantages And Fifth <strong>Edition</strong> Templates .............................. 24<br />

Complications ................................................................................ 24<br />

Custom Complications ................................................................ 24<br />

Equipment ...................................................................................... 24<br />

Working With Lists And Frameworks ................................................ 25<br />

Lists................................................................................................ 25<br />

Creating A List ............................................................................. 25<br />

Attaching Modifiers To Lists And Frameworks ......................... 25<br />

Attaching Custom Adders To Lists And Frameworks ................ 26<br />

Adding Items To A List ................................................................. 26<br />

Removing Items From A List........................................................ 26<br />

Deleting A List ............................................................................. 26<br />

Separators ...................................................................................... 26<br />

Elemental Controls ......................................................................... 26<br />

Multipowers ................................................................................... 27<br />

Variable Power Pools ..................................................................... 28<br />

Skill And Perk Enhancers ............................................................... 29<br />

Working With Multiple Characters .................................................... 29<br />

Combat Records ............................................................................... 30<br />

Exporting A Combat Record ........................................................... 30


Previewing A Combat Record ......................................................... 30<br />

Saving A Character ........................................................................... 30<br />

Closing A Character .......................................................................... 31<br />

Previewing, Exporting, And Printing A Character .............................. 31<br />

Setting The Export Format ............................................................. 31<br />

Exporting And Printing A Character ................................................ 31<br />

Previewing A Character .................................................................. 32<br />

Printing To PDF ............................................................................... 32<br />

CONFIGURING HERO DESIGNER ........................................... 33<br />

Application Preferences .................................................................... 33<br />

General Preferences ....................................................................... 33<br />

System Preferences ....................................................................... 33<br />

Display Preferences ....................................................................... 34<br />

Modifier Intelligence Preferences .................................................. 35<br />

Prefabs Settings ............................................................................. 35<br />

Template Preferences .................................................................... 35<br />

<strong>Hero</strong> <strong>Games</strong> Writers’ Guidelines ............................................... 35<br />

Campaign Rules ................................................................................ 36<br />

Point Limits Tab .............................................................................. 36<br />

Characteristic Maxima Tab ............................................................. 37<br />

Rules Tab ........................................................................................ 37<br />

Settings Tab ................................................................................... 38<br />

Saving Campaign Rules ................................................................. 39<br />

Attaching Campaign Rules To A Character ..................................... 39<br />

PREFABS AND PACKAGE DEALS ........................................... 40<br />

Prefabs .............................................................................................. 40<br />

Creating A Prefab ........................................................................... 40<br />

Creating A Prefab From A Character ............................................ 41<br />

Loading And Unloading Prefabs ..................................................... 41<br />

Using Prefabs ................................................................................. 41<br />

Editing A Prefab .............................................................................. 41<br />

Package Deals .................................................................................. 42<br />

Creating Package Deals ................................................................. 42<br />

Applying Package Deals ................................................................. 42<br />

Editing Package Deals ................................................................... 42<br />

CHARACTER TEMPLATES ..................................................... 43<br />

Saving A Character As A Template .................................................... 43<br />

Creating A Template From Scratch ................................................. 43<br />

Copies Of Standard Character Templates ................................. 43<br />

Custom Templates From Previous Versions .............................. 44<br />

The Hierarchical Structure of Character Templates ....................... 44<br />

XML Basics ..................................................................................... 44<br />

Structure Of A Character Template ................................................. 44<br />

Common Attributes ...................................................................... 44<br />

Common Subcontainers .............................................................. 45<br />

Basic Info Fields ....................................................................... 46<br />

Background Fields .................................................................... 46<br />

TEMPLATE Container ................................................................... 46<br />

Ability Containers ........................................................................ 46<br />

MAINAPP Section ........................................................................ 46<br />

CHARACTERISTICS Section .......................................................... 47<br />

Available Characteristics .......................................................... 47<br />

SKILLS Section ............................................................................ 48<br />

SKILL_ENHANCERS Section ........................................................ 48<br />

MARTIAL_ARTS Section ............................................................... 48<br />

PERKS Section ............................................................................. 49<br />

TALENTS Section ......................................................................... 49<br />

POWERS Section ......................................................................... 49<br />

MODIFIERS Section ..................................................................... 49<br />

Built-In Template Names .......................................................... 50<br />

DISADVANTAGES Section ............................................................. 50<br />

Creating Extension Templates ........................................................ 50<br />

EXPORT FORMATS ............................................................... 52<br />

Creating An Export Format ................................................................ 52<br />

Describing The Format ................................................................... 53<br />

Replacement Containers ................................................................ 53<br />

MATH Container ............................................................................. 53<br />

Conditional Containers ................................................................... 53<br />

Looping Containers ........................................................................ 53<br />

Combat Record Export Formats ........................................................ 54<br />

Available Tags And Containers .......................................................... 54<br />

Basic Tags ...................................................................................... 54<br />

Format Information Tags ............................................................. 54<br />

Character Information Tags ......................................................... 54<br />

Image Tags .................................................................................. 55<br />

Point Total Tags............................................................................ 55<br />

OCV, DCV, And ECV Tags ............................................................... 55<br />

Equipment Tags ........................................................................... 55<br />

Replacement Tags ....................................................................... 55<br />

Math Tags .................................................................................... 55<br />

Note Tags ..................................................................................... 55<br />

Combat Record Tags.................................................................... 55<br />

Movement Tags .............................................................................. 55<br />

Running Tags ............................................................................... 55<br />

Swimming Tags ........................................................................... 55<br />

Leaping Tags ............................................................................... 56<br />

Flight Tags ................................................................................... 56<br />

Gliding Tags ................................................................................. 56<br />

Swinging Tags ............................................................................. 56<br />

Teleportation Tags ....................................................................... 56<br />

Tunneling Tags ............................................................................. 56<br />

Characteristic Tags ......................................................................... 56<br />

General Characteristic Tags ......................................................... 56<br />

Specific Characteristic Tags ........................................................ 56<br />

Ability Tags ..................................................................................... 57<br />

General Tags ................................................................................ 57<br />

Combat Level Tags ...................................................................... 58<br />

Lightning Reflexes ....................................................................... 58<br />

Martial Art Tags ........................................................................... 58<br />

Skill Tags ..................................................................................... 58<br />

Perk Tags ..................................................................................... 58<br />

Talent Tags .................................................................................. 59<br />

Power Tags .................................................................................. 59<br />

Equipment Tags ........................................................................... 59<br />

Complication/Disadvantage Tags ................................................ 59


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Introduction ■ 1<br />

INTRODUCTION<br />

<strong>Hero</strong> <strong>Designer</strong> is a full-featured character<br />

design program for the HERO System Fifth<br />

<strong>Edition</strong> and HERO System Sixth <strong>Edition</strong>.<br />

With this program, you can create any type<br />

of character, vehicle, base, automaton, computer, or<br />

AI described in the HERO System Fifth <strong>Edition</strong> or<br />

HERO System Sixth <strong>Edition</strong> rules.<br />

Unlike other character design programs, <strong>Hero</strong><br />

<strong>Designer</strong> has been built from the ground up to help<br />

guide users through the myriad calculations and<br />

rules that go into creating a valid HERO System<br />

character. Wherever possible, the rules that govern<br />

how <strong>Hero</strong> <strong>Designer</strong> builds characters and abilities<br />

can be configured and altered by the user. It is our<br />

goal to provide a character design program that is<br />

as flexible as the HERO System itself.<br />

GMs, however, should still be on the lookout for<br />

potentially abusive characters. Just because <strong>Hero</strong><br />

<strong>Designer</strong> permits a player to build a character, it<br />

doesn’t mean that you have to accept the character<br />

in your campaign. <strong>Hero</strong> <strong>Designer</strong>, in the interest<br />

of flexibility, permits many options that normally<br />

require GM’s permission and as usual, GMs should<br />

make sure to approve all aspects of characters for<br />

their campaigns.<br />

Part of what makes <strong>Hero</strong> <strong>Designer</strong> unique is<br />

that it is very much a community application,<br />

drawing from the talents and designs of the <strong>Hero</strong><br />

<strong>Games</strong> community as a whole. The rules that the<br />

application uses, the abilities that are available, and<br />

the format of the final character sheets are all part of<br />

an ongoing community effort. You can find an everincreasing<br />

number of characters, custom templates,<br />

Prefabs, Package Deals, and character sheet formats<br />

in the <strong>Hero</strong> <strong>Designer</strong> section of the <strong>Hero</strong> <strong>Games</strong><br />

website (www.herogames.com)<br />

<strong>Hero</strong> <strong>Games</strong> supports <strong>Hero</strong> <strong>Designer</strong> in many<br />

ways. In addition to regular free upgrades to<br />

improve the functionality and flexibility of the<br />

program, we offer collections of characters, Package<br />

Deals, and other elements from our books, and<br />

anything else we can think of that we believe you’d<br />

like to have. So, if there’s something new and<br />

exciting you’d like to see for <strong>Hero</strong> <strong>Designer</strong>, please<br />

drop us a line at info@herogames.com.<br />

WHAT’S NEW IN HERO<br />

DESIgNER 6 TH EDITION?<br />

Since the release of the first version of <strong>Hero</strong><br />

<strong>Designer</strong> in December 2002, we have gained greater<br />

insight into what HERO System players desire in a<br />

character design program. And as that insight grew,<br />

<strong>Hero</strong> <strong>Designer</strong> grew and change to reflect it.<br />

With the release of the HERO System Sixth<br />

<strong>Edition</strong> in August 2009, it was time for <strong>Hero</strong><br />

<strong>Designer</strong> to grow and change again. The result is<br />

<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong>.<br />

Not only is <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong>, like all<br />

major revisions of <strong>Hero</strong> <strong>Designer</strong>, more efficient<br />

and more robust, but it also features a number of<br />

exciting new features:<br />

■ Full support for creating characters using either<br />

HERO System Fifth <strong>Edition</strong> or HERO System<br />

Sixth <strong>Edition</strong> rules.<br />

■ Improved Modifier assignment. You can now<br />

copy Modifiers from one ability to another.<br />

■ New display editing capability. You can now edit<br />

the text displayed for an ability.<br />

■ Improved Prefab handling. Prefabs are now<br />

handled more efficiently.<br />

■ New “print to PDF” functionality lets you<br />

generate PDF character sheets that resemble<br />

the blank character sheets provided in the<br />

rulebooks.<br />

■ New memory management option. You can now<br />

increase the amount of memory available to<br />

<strong>Hero</strong> <strong>Designer</strong>.<br />

■ And more.<br />

HERO DESIgNER<br />

SUPPORT<br />

Should you have problems<br />

with <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong>, you can report<br />

them in the <strong>Hero</strong> <strong>Designer</strong><br />

forum on the <strong>Hero</strong> <strong>Games</strong><br />

website. To connect to this<br />

forum, select Go to <strong>Hero</strong><br />

<strong>Designer</strong> Forum… from<br />

the Help menu or type<br />

Alt-D. You can also e-mail<br />

support@herodesigner.<br />

com with your questions.<br />

You can discuss <strong>Hero</strong><br />

<strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> with<br />

its creators and other users<br />

in the <strong>Hero</strong> <strong>Designer</strong><br />

forum on the <strong>Hero</strong> <strong>Games</strong><br />

website (www.herogames.<br />

com).<br />

HERO SySTEM<br />

FIFTH EDITION<br />

REvISED<br />

This manual refers at times<br />

to the HERO System Fifth<br />

<strong>Edition</strong> rulebook. These<br />

references apply equally to<br />

both the original HERO<br />

System Fifth <strong>Edition</strong><br />

rulebook and the newer<br />

HERO System Fifth <strong>Edition</strong><br />

Revised rulebook.


2 ■ Basic Concepts <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

STANDARD<br />

CHARACTER<br />

TEMPLATES<br />

<strong>Hero</strong> <strong>Designer</strong> includes<br />

the following standard<br />

character templates for<br />

use in creating both<br />

HERO System Fifth <strong>Edition</strong><br />

and HERO System Sixth<br />

<strong>Edition</strong> characters:<br />

■ <strong>Hero</strong>ic<br />

■ Superheroic<br />

■ Vehicle<br />

■ Base<br />

■ Automaton<br />

■ Computer<br />

■ Automaton<br />

■ AI<br />

In addition, <strong>Hero</strong> <strong>Designer</strong><br />

includes the following<br />

template for HERO System<br />

Fifth <strong>Edition</strong>:<br />

■ Normal<br />

To create Normal<br />

characters for HERO<br />

System Sixth <strong>Edition</strong>, use<br />

the <strong>Hero</strong>ic template.<br />

BASIC CONCEPTS<br />

This chapter introduces a number of the basic<br />

concepts associated with <strong>Hero</strong> <strong>Designer</strong>.<br />

Many of these concepts appear throughout<br />

this manual and discussing them up front<br />

will make it easier for you to understand them<br />

when they show up later.<br />

CHARACTER TEMPLATES<br />

A character template is an XML (Extensible<br />

Markup Language) file that defines a given type of<br />

HERO System character. Each template specifies<br />

Characteristics, abilities (Skills, Powers, Perks,<br />

and so forth), Disadvantages, and Modifiers<br />

(Advantages and Limitations) available to build that<br />

character type along with their costs.<br />

Because the character template also defines<br />

exactly what options are available for abilities and<br />

Modifiers as well as the relationships between<br />

different abilities and Modifiers, you can change<br />

how <strong>Hero</strong> <strong>Designer</strong> interprets the HERO System<br />

rules by changing the template. The “Character<br />

Templates” chapter on page 43 contains instructions<br />

for modifying and expanding existing character<br />

templates and creating new ones.<br />

Character templates should not be confused with<br />

Templates, the HERO System Sixth <strong>Edition</strong> name<br />

for Package Deals. Because character templates<br />

are such a central idea to <strong>Hero</strong> <strong>Designer</strong>, the game<br />

element called Templates will continue to be called<br />

Package Deals by this program.<br />

ExPORT FORMATS<br />

<strong>Hero</strong> <strong>Designer</strong> lets you export the characters you<br />

create in a variety of formats for viewing, editing<br />

or printing with a web browser, text editor, word<br />

processor, or other such program. To do this, it uses<br />

Export Formats.<br />

Export Formats are files which contain special<br />

fields that get replaced by information from your<br />

character when you export that character. These<br />

files could be HTML (for web browsers), plain text,<br />

or more complex formats such as RTF (used by<br />

many word processors including Microsoft Word).<br />

Because the Export Format determines what<br />

information is exported and where it is placed<br />

in the exported file, this feature lets you create<br />

character sheets with a wide variety of looks.<br />

<strong>Hero</strong> <strong>Designer</strong> provides a variety of Export<br />

Formats for both individual characters and multicharacter<br />

combat records, including HTML Export<br />

Format based on the standard HERO System Fifth<br />

<strong>Edition</strong> character sheet among others.<br />

Finally, <strong>Hero</strong> <strong>Designer</strong> lets you modify existing<br />

Export Formats or create your own. The “Export<br />

Formats” chapter on page 52 has instructions for<br />

creating and editing Export Formats.<br />

CONFIgURABLE<br />

PREFERENCES<br />

<strong>Hero</strong> <strong>Designer</strong> has many features you can<br />

turn on and off from the Preferences dialog. The<br />

Preferences dialog. To launch the Preferences<br />

dialog, select Preferences from the File menu.<br />

For a complete description of the Preferences<br />

dialog and the features it controls, see the<br />

“Application Preferences” section on page 33.<br />

CONFIgURABLE<br />

CAMPAIgN RULES<br />

You can tailor <strong>Hero</strong> <strong>Designer</strong> to your individual<br />

campaign by setting a variety of campaign-related<br />

configurable limits and options. These options<br />

can be saved and loaded as desired, allowing<br />

you to create characters for a variety of different<br />

campaigns.<br />

For a complete description of campaign rules,<br />

see the “Campaign Rules” section on page 36.<br />

PREFABS<br />

When creating HERO System characters, you<br />

will often find there are certain pre-built Powers,<br />

pieces of equipment, Skill lists, collections of<br />

Martial Maneuvers, and so forth that you use over<br />

and over again. To make reusing such items easier,<br />

<strong>Hero</strong> <strong>Designer</strong> features a concept called Prefabs.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Basic Concepts ■ 3<br />

Prefabs are files containing items that you want<br />

to use on multiple characters. These files can be<br />

loaded and unloaded as needed. When a Prefab is<br />

loaded, you can copy any item from that Prefab to<br />

the active character. Prefabs are particularly useful<br />

for things like equipment lists, Martial Arts styles,<br />

and lists of standard Complications (Disadvantages<br />

in HERO System Fifth <strong>Edition</strong>).<br />

The “Prefabs And Package Deals” chapter on<br />

page 40 has full instructions for creating and using<br />

Prefabs.<br />

PACKAgE DEALS<br />

(TEMPLATES)<br />

Package Deals (renamed Templates in<br />

HERO System Sixth <strong>Edition</strong>) are collections<br />

of Characteristic modifications, abilities and<br />

Complications (Disadvantages in HERO System<br />

Fifth <strong>Edition</strong>) intended to be applied to characters<br />

to represent such things as occupations, unique<br />

cultures, and fantasy or alien races. While the<br />

HERO System Sixth <strong>Edition</strong> rulebook renamed<br />

Package Deals as Templates, <strong>Hero</strong> <strong>Designer</strong> will<br />

continue to use the name Package Deal to refer to<br />

such collections. This is to avoid confusion with<br />

Character Templates which are a central concept of<br />

<strong>Hero</strong> <strong>Designer</strong>.<br />

To create Package Deal using <strong>Hero</strong> <strong>Designer</strong>,<br />

create a character with the desired modifications,<br />

abilities, and Disadvantages (or Complications) and<br />

save it as a Package Deal. The saved Package Deal<br />

can then be applied to any new or existing <strong>Hero</strong><br />

<strong>Designer</strong> character.<br />

The “Prefabs And Package Deals” chapter on<br />

page 40 has full instructions for creating and using<br />

Prefabs.<br />

HERO DESIgNER MATH<br />

<strong>Hero</strong> <strong>Designer</strong> properly calculates the costs of<br />

all game elements in the HERO System Fifth <strong>Edition</strong><br />

and HERO System Sixth <strong>Edition</strong> rulebooks. The<br />

following sections offer greater insight into how<br />

<strong>Hero</strong> <strong>Designer</strong> arrives at some of these values.<br />

Rounding Calculations<br />

<strong>Hero</strong> <strong>Designer</strong> uses the standard rounding rules<br />

for the HERO System, though for programming<br />

reasons sometimes displays them a bit unusually<br />

during the process. Here’s a brief review of what’s<br />

going on to help alleviate any confusion about the<br />

costs the program shows for your character.<br />

As stated in the HERO System Fifth <strong>Edition</strong> and<br />

HERO System Sixth <strong>Edition</strong> rulebooks, rounding<br />

occurs at every step of a calculation with values<br />

rounded to the nearest whole number (values<br />

ending in .5 are rounded in the character’s favor).<br />

Note, however, that these rules only apply to<br />

division and multiplication . When you buy an<br />

ability that costs less than a full point, you must<br />

round it up to a full point – you do not get to round<br />

it down to zero because there is no division or<br />

multiplication involved.<br />

There are a few abilities in the HERO System that<br />

have a .5 in their costs. These include a half die of<br />

a 3 point Power (like Flash versus a nontargeting<br />

Sense Group or Dispel), and in HERO System Fifth<br />

<strong>Edition</strong>, a Penalty Skill Levels versus a specific<br />

OCV modifier on a single attack, both of which<br />

cost 1.5 points each. <strong>Hero</strong> <strong>Designer</strong> displays costs<br />

involving such values as integers (rounded up to<br />

next whole number, so a ½d6 Dispel is shown as<br />

costing 2 points); however, behind the scenes, the<br />

program properly keeps track of the fractional<br />

values. Thus, if you buy both a ½d6 Dispel and a<br />

½d6 Flash versus the Hearing Sense Group, <strong>Hero</strong><br />

<strong>Designer</strong> displays the cost of each as 2, but only<br />

adds a total of 3 points (not 4) to the character’s<br />

totals. If the subtotal for a tab on a character ends in<br />

.5, that subtotal is rounded up when it is displayed;<br />

however, the proper value is maintained internally<br />

and used when calculating the character’s overall<br />

point total. Finally, if the overall point total for<br />

a character is not a whole number, the total is<br />

rounded up to the next highest whole number (for<br />

example, 212.5 is rounded up to 213).<br />

Adding any Advantage or Limitation (even a<br />

+0 or -0 one) causes a calculation to take place<br />

and thus, the results are rounded down when<br />

the fractional value is .5 or less and up when the<br />

fractional value is greater than .5.<br />

By default, <strong>Hero</strong> <strong>Designer</strong> calculates to one<br />

decimal place before rounding. You can change<br />

the number of decimal places used (for example,<br />

the HERO System Fifth <strong>Edition</strong> rulebook and its<br />

supplements calculate to two decimal places) on the<br />

Preferences dialog as described in the “Application<br />

Preferences” section on page 33.<br />

Example: Joe buys a 6½d6 Dispel with the Affects<br />

Desolidified Advantage (+1/2) and the Inobvious<br />

Inaccessible Focus Limitation (-1/4). The Base<br />

Cost of the Power is 19.5 points (displayed as 20<br />

points by <strong>Hero</strong> <strong>Designer</strong>). Adding the Advantage<br />

makes the Active Cost 29 points (19.5 x (1 +<br />

.5) = 29.25 rounded down to 29). Applying the<br />

Limitation brings the Real Cost of the Power down<br />

to 23 points (29 / (1 + .25) = 23.2 rounded down<br />

to 23).<br />

This same Power without the Advantage but<br />

with the Limitation would have a Real Cost of 16<br />

points (19.5 / (1 + .25)=15.6 rounded up to 16).<br />

Formulae versus Tables<br />

Several tables in the HERO System Fifth <strong>Edition</strong><br />

and HERO System Sixth <strong>Edition</strong> rulebooks use<br />

simplified math to keep the numbers easy to use<br />

and remember. For example, the Vehicle Size Table<br />

on page 187 of Volume 2 of the HERO System Sixth<br />

<strong>Edition</strong> rulebook correctly shows the length and<br />

width of the vehicle doubling every three levels, but<br />

uses simplified values for the intervening levels and<br />

SHARINg HERO<br />

DESIgNER FILES<br />

The <strong>Hero</strong> <strong>Designer</strong> section<br />

of the <strong>Hero</strong> <strong>Games</strong> website<br />

(www,herogames.com)<br />

has an area called the<br />

Vault set aside for <strong>Hero</strong><br />

<strong>Designer</strong> users to share<br />

characters, character<br />

templates, Package Deals,<br />

and Prefabs.<br />

To access these shared<br />

resources in the Vault,<br />

select the appropriate<br />

action from the Tools<br />

menu or type the keyboard<br />

equivalent. This launches<br />

your default web browser<br />

and loads the web page<br />

from which you can<br />

download <strong>Hero</strong> <strong>Designer</strong><br />

files of the selected type.<br />

Note, however, that for this<br />

feature to work correctly<br />

you must be connected to<br />

the Internet and logged<br />

into the <strong>Hero</strong> <strong>Games</strong><br />

website with the login ID<br />

used to purchase <strong>Hero</strong><br />

<strong>Designer</strong>. In addition,<br />

some firewalls may prevent<br />

them from working<br />

properly.<br />

To add your own <strong>Hero</strong><br />

<strong>Designer</strong> files to the Vault,<br />

go to the appropriate<br />

section of the <strong>Hero</strong><br />

<strong>Designer</strong> Vault on the<br />

<strong>Hero</strong> <strong>Games</strong> web site and<br />

select the Upload option<br />

for that section.


4 ■ Basic Concepts <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

HERO DESIgNER<br />

CHARACTER PACKS<br />

You can purchase <strong>Hero</strong><br />

<strong>Designer</strong> Character Packs<br />

for various HERO System<br />

books through the <strong>Hero</strong><br />

<strong>Games</strong> online store. These<br />

Character Packs include<br />

<strong>Hero</strong> <strong>Designer</strong> character,<br />

Prefab, and Package<br />

Deal files for characters,<br />

equipment, and templates<br />

(package deals) described<br />

in one or more books.<br />

Once you have purchased<br />

a Character Pack, you can<br />

download the compressed<br />

(zipped) file containing<br />

the various <strong>Hero</strong> <strong>Designer</strong><br />

files for that pack.<br />

To use a <strong>Hero</strong> <strong>Designer</strong><br />

Character Pack, extract the<br />

<strong>Hero</strong> <strong>Designer</strong> files from<br />

the compressed (zipped)<br />

file to a location on your<br />

system. Within <strong>Hero</strong><br />

<strong>Designer</strong>, you can then<br />

navigate to that location in<br />

the file selector when you<br />

are loading a character,<br />

Prefab, or Package Deal<br />

from that Pack.<br />

area (length x width). <strong>Hero</strong> <strong>Designer</strong>, on the other<br />

hand, uses more precise values based on formulae<br />

for these and other fields. This is not only easier<br />

for the program to handle, but also allows a greater<br />

degree of customization. Thus, if <strong>Hero</strong> <strong>Designer</strong> is<br />

showing you a different value for such an item than<br />

what it is shown in the rulebook, this is the reason.<br />

EDITABLE FIELDS<br />

Two types of editable fields are used throughout<br />

the <strong>Hero</strong> <strong>Designer</strong> interface: value selector boxes<br />

and editable text fields.<br />

value Selector Boxes<br />

A value selector box consists of a box with a<br />

number in it with a < and > on either side. Clicking<br />

< decreases the value in the box while clicking ><br />

increases the value in the box. You can also edit the<br />

number in the box directly.<br />

Editable Text Fields<br />

Throughout the <strong>Hero</strong> <strong>Designer</strong> interface,<br />

there are numerous text fields that are completely<br />

editable. This includes the Display field for most<br />

abilities, the descriptive text for Adders and<br />

Modifiers, and almost all fields on Complication<br />

(or Disadvantage) dialogs. Note, however, that costs<br />

associated with such text fields are not editable.<br />

Example: Suppose you are purchasing Change<br />

Environment with the -1 Characteristic Roll and<br />

all Skill Rolls based on Characteristic combat<br />

effect and want it to apply to DEX Rolls and<br />

DEX-based Skill Rolls. Because the combat effect<br />

description is an editable text field, you can edit<br />

that field to read “-1 DEX Roll and all Skill Rolls<br />

based on DEX”.<br />

POP-UP BOxES<br />

<strong>Hero</strong> <strong>Designer</strong> uses pop-up boxes for two<br />

purposes: warnings and definitions.<br />

Warnings boxes appear when you have done<br />

something that is illegal or not recommended<br />

according to the HERO System Fifth <strong>Edition</strong> or<br />

HERO System Sixth <strong>Edition</strong> rules. The box explains<br />

the problem and may describe an action taken by<br />

the program to correct it. The box also contains a<br />

checkbox labeled Do not show this again. Checking<br />

the box dismisses the box and prevents that<br />

particular warning from showing up again during<br />

the current session of the program, although the<br />

warning will show up again the next time you run<br />

<strong>Hero</strong> <strong>Designer</strong>. Clicking elsewhere on the warning<br />

simply dismisses the box.<br />

The exact situations which trigger a warning<br />

can vary, depending on the current application<br />

preferences and campaign rules. For details, see the<br />

“Application Preferences” section on page 33 and the<br />

“Campaign Rules” section on page 36.<br />

Definition boxes appear when you have asked<br />

for a definition of an item and contain a description<br />

of the item in question. Clicking anywhere on the<br />

box dismisses it.<br />

INSTALL DIRECTORy<br />

This manual occasionally refers to the <strong>Hero</strong><br />

<strong>Designer</strong> install directory. This is the directory in<br />

which you originally installed the <strong>Hero</strong> <strong>Designer</strong><br />

software. On Windows systems, if you do not<br />

change the default directory given by the installer,<br />

this is normally C:/Program Files/<strong>Hero</strong> <strong>Designer</strong>.<br />

If you chose to install <strong>Hero</strong> <strong>Designer</strong> in a<br />

different directory, that directory is the install<br />

directory.<br />

UPDATINg HERO<br />

DESIgNER<br />

From time to time, updates to <strong>Hero</strong> <strong>Designer</strong><br />

become available. These updates provide bug fixes,<br />

correct interpretations of HERO System rules, or<br />

add new features.<br />

To ensure that you are running the most recent<br />

version, connect to the Internet and select Get<br />

Application Updates… from the Tools menu. <strong>Hero</strong><br />

<strong>Designer</strong> launches your default web browser to<br />

connect to the <strong>Hero</strong> <strong>Designer</strong> section of the <strong>Hero</strong><br />

<strong>Games</strong> website (www.herogames.com) where you<br />

can download the update. You must be connected<br />

to the Internet and logged into the <strong>Hero</strong> <strong>Games</strong><br />

website with the login used to purchase <strong>Hero</strong><br />

<strong>Designer</strong>. Some firewalls may prevent this feature<br />

from working.<br />

Normally, updates to <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong><br />

<strong>Edition</strong> take the form of a file with a .jar extension.<br />

Download this file and save it in the <strong>Hero</strong> <strong>Designer</strong><br />

install directory (as described in the “Install<br />

Directory” section on page 4). When downloading<br />

this file on Windows, you should be careful. Some<br />

Windows systems (particular those with WinZip<br />

installed) want to interpret the file as a compressed<br />

(zipped) folder and save it with a .zip extension. To<br />

avoid this, select All Files from the dropdown list<br />

in the Save as type field of the file selector when<br />

saving the download.<br />

To view the changes that have been made in all<br />

updates to <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong>, go to the<br />

Updates page of the <strong>Hero</strong> <strong>Designer</strong> area of the <strong>Hero</strong><br />

<strong>Games</strong> website.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Using <strong>Hero</strong> <strong>Designer</strong> ■ 5<br />

USINg HERO<br />

DESIgNER<br />

This chapter discusses how to use <strong>Hero</strong><br />

<strong>Designer</strong> to create characters (including<br />

vehicles, bases, automatons, computers, and<br />

AIs) for the HERO System Fifth <strong>Edition</strong> or<br />

HERO System Sixth <strong>Edition</strong>. It provides an overview<br />

of the <strong>Hero</strong> <strong>Designer</strong> interface as well as detailed<br />

instructions on adding, deleting, and editing<br />

Skills, Talents, Powers, and other abilities. It also<br />

shows you how to export the finished character for<br />

printing, viewing, or displaying on the web.<br />

STARTINg A CHARACTER<br />

Normally, when you start <strong>Hero</strong> <strong>Designer</strong>,<br />

an empty version of the main window appears.<br />

However, if any characters were still open when<br />

you last exited the program, the last saved versions<br />

of those characters are automatically loaded. (This<br />

behavior can be changed in the Preferences dialog<br />

as described in the “Application Preferences”<br />

section on page 33.)<br />

Creating A New Character<br />

To create a new character, select New Character<br />

from the File menu. A sub-menu appears with four<br />

choices: New Character (current template), New<br />

Character (<strong>Hero</strong> System 5th <strong>Edition</strong> Rules), New<br />

Character (<strong>Hero</strong> System <strong>6th</strong> <strong>Edition</strong> Rules), and<br />

New Character (Custom /Non-Standard Rules).<br />

Selecting New Character (current template)<br />

displays a blank character form based on the last<br />

template used during this session of <strong>Hero</strong> <strong>Designer</strong>.<br />

If no template has been used during current <strong>Hero</strong><br />

<strong>Designer</strong> session the new character is based on<br />

the Superheroic template. Typing Ctrl-N is the<br />

equivalent of selecting New Character > New<br />

Character (current template).<br />

Selecting New Character (<strong>Hero</strong> System <strong>6th</strong><br />

<strong>Edition</strong> Rules) or New Character (<strong>Hero</strong> System<br />

5th <strong>Edition</strong> Rules) displays a sub-menu showing<br />

the available templates (as described in the<br />

“Standard Character Templates” sidebar on page 2).<br />

From this sub-menu, you can select the template<br />

you want to use for the new character. Once you do<br />

so, the appropriate blank character form appears.<br />

Finally, selecting New Character (Custom/<br />

Non-Standard Rules) displays a sub-menu with<br />

one item: Choose File…. Selecting that item<br />

displays the Create Character From Template file<br />

selector. Select the character template you want to<br />

use and click Create Character. See the “Character<br />

Templates” chapter on page 43 for details on creating<br />

a template.<br />

Once you have begun work on a new character,<br />

you can change the template as described in the<br />

“Changing the Character Template” on page 6.<br />

Additionally, the last set of campaign rules used<br />

(in any <strong>Hero</strong> <strong>Designer</strong> session) is assigned to the<br />

character. For details on creating and assigning<br />

campaign rules, see the “Campaign Rules” section<br />

on page 36.


6 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

TOTAL POINTS IN<br />

SIxTH EDITION<br />

HERO System Sixth<br />

<strong>Edition</strong> changed the way<br />

that the total Character<br />

Points available for a<br />

character are expressed.<br />

HERO System Fifth <strong>Edition</strong><br />

expressed a character’s<br />

available points as Base<br />

Points + Maximum<br />

Disadvantage Points. Thus,<br />

a 350 point superhero<br />

would be expressed as<br />

being built on 200 + 150.<br />

HERO System Sixth<br />

<strong>Edition</strong> expresses available<br />

character points as Total<br />

Points with a maximum<br />

number of points in<br />

Matching Complications.<br />

So, a 400 point superhero<br />

is expressed as 400 Total<br />

Points with a maximum<br />

of 75 points in Matching<br />

Complications.<br />

For HERO System Fifth<br />

<strong>Edition</strong> templates, the<br />

Basic Info tab has Base<br />

Points and Max. Disad.<br />

Points fields.<br />

For HERO System Sixth<br />

<strong>Edition</strong> templates, the<br />

Basic Info tab has<br />

instead Points and Max.<br />

Complication Points<br />

fields in which you enter<br />

the Total Points and<br />

the maximum number<br />

of points in Matching<br />

Complications.<br />

Note, however, that<br />

<strong>Hero</strong> <strong>Designer</strong> makes no<br />

adjustments in the Points<br />

value (that is, the Total<br />

Points available to the<br />

character) based on the<br />

actual points in Matching<br />

Complications. Therefore,<br />

if you are building a<br />

character that uses fewer<br />

than the maximum<br />

number of Complication<br />

Points available, you<br />

must manually lower the<br />

value of the Points field<br />

on the Basic Info tab<br />

by the amount that you<br />

are under the maximum<br />

Complication Points. For<br />

example, if you only use<br />

50 points of a maximum<br />

75 points in Matching<br />

Complications, you would<br />

lower the value of the<br />

Points field by 25 points.<br />

Loading An Existing<br />

Character<br />

To load a previously saved <strong>Hero</strong> <strong>Designer</strong><br />

character, select Open Character… from the File<br />

menu or type Ctrl-O. A standard file selector dialog<br />

appears. Select the file containing the character you<br />

want to load and click Open Character to load that<br />

file as well as the associated character template and<br />

campaign rules.<br />

You can also load a character that has been<br />

recently worked on by selecting Open Recent from<br />

the File menu which displays a sub-menu showing<br />

the most recently worked on files. Select the file<br />

containing the character you want to use to load<br />

that file and the associated character template and<br />

campaign rules.<br />

Normally, when you load a character, all<br />

Modifiers attached to that character’s abilities are<br />

checked to see if they are valid based on Modifier<br />

Intelligence (see the “Modifier Intelligence” sidebar<br />

on page 13). You are warned of any invalid Modifiers<br />

and the offending abilities are displayed in red on<br />

the appropriate tab. You can change this behavior<br />

from the Preferences dialog as described in the<br />

“Application Preferences” section on page 33.<br />

CHANgINg THE<br />

CHARACTER TEMPLATE<br />

When a character is active, its associated<br />

template is loaded into memory. That template<br />

remains loaded until either you change the template<br />

associated with the active character or a character<br />

built on another template is loaded. The currently<br />

loaded template is shown on the status line at the<br />

bottom of the <strong>Hero</strong> <strong>Designer</strong> window.<br />

To change the template associated with the<br />

current active character, select Change Current<br />

Template from the Current Character menu. This<br />

normally displays a sub-menu with three items:<br />

<strong>Hero</strong> System <strong>6th</strong> <strong>Edition</strong> Rules, <strong>Hero</strong> System 5th<br />

<strong>Edition</strong> Rules, and Custom/Non-Standard Rules.<br />

Selecting <strong>Hero</strong> System <strong>6th</strong> <strong>Edition</strong> Rules<br />

or <strong>Hero</strong> System 5th <strong>Edition</strong> Rules displays a<br />

sub-menu showing the available <strong>Hero</strong> <strong>Designer</strong><br />

template. From this sub-menu, you can select<br />

the new template to be assigned to the current<br />

character.<br />

Selecting Custom/Non-Standard Rules<br />

displays a sub-menu with one item: Choose File….<br />

Selecting that item displays the Load Template file<br />

selector. Select the character template you want to<br />

use and click Load Template. See the “Character<br />

Templates” chapter on page 43 for details on creating<br />

a template.<br />

Once the template has been changed for a<br />

character, a third item is added to the sub-menu:<br />

Revert to Original Template. As the name<br />

implies, selecting this item changes the template<br />

for the current character to the one with which the<br />

character was last saved (or the one with which the<br />

character was created in the case of a character that<br />

has not yet been saved).<br />

ExPLORINg THE HERO<br />

DESIgNER INTERFACE<br />

When you have one or more characters active,<br />

the main <strong>Hero</strong> <strong>Designer</strong> window displays a series<br />

of tabs. Each tab represents a different section of a<br />

typical HERO System character sheet and lets you<br />

enter and change information about that aspect<br />

of the character. Precisely which tabs are available<br />

depends upon the current character template<br />

and the current campaign rules. The standard AI,<br />

Automation, Base, Computer, and Vehicle templates<br />

disable the Background tab while the Equipment<br />

tab is only available for the Normal (only for Fifth<br />

<strong>Edition</strong> characters) and <strong>Hero</strong>ic templates unless<br />

enabled by the current campaign rules (see the<br />

“Campaign Rules” section on page 36).


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 7<br />

This manual primarily discusses the Sixth<br />

<strong>Edition</strong> Superheroic template, but working with any<br />

of the standard templates is similar.<br />

Basic Info Tab<br />

The Basic Info tab (shown on page 6) consists<br />

of two sections. On the right side of the tab is the<br />

Basic Configuration section. On the left side is the<br />

Character Information section.<br />

The Basic Configuration section consists of<br />

seven fields that describe the number of Character<br />

Points available and spent for the active character.<br />

The Points field is a value selector box specifying<br />

the total number of points available for building<br />

the character. The current campaign rules set the<br />

default value for this field. For HERO System Fifth<br />

<strong>Edition</strong> templates, this field is called Base Points<br />

and specifies the base number of points (before<br />

Disadvantages) available for building the character.<br />

The Max. Complication Points field is a value<br />

selector box specifying the maximum number of<br />

points in Matching Complications the character<br />

can take. The current campaign rules set the default<br />

value for this field. For HERO System Fifth <strong>Edition</strong><br />

characters, this field is called Max. Disad. Points.<br />

The Complications Points Used field displays<br />

the number of Complication Points currently taken<br />

on the Complications tab. If this value exceeds the<br />

value in the Max. Complication Points field, it is<br />

displayed in red. For HERO System Fifth <strong>Edition</strong><br />

characters, this field is called Disad. Points Used<br />

and it tracks Disadvantage Points in the same way.<br />

The Experience Earned field is a value selector<br />

box for setting the number of Experience Points the<br />

character has earned.<br />

The Experience Spent field shows how many<br />

Experience Points have been spent. This is the<br />

points spent on abilities in excess of the value of the<br />

Points field (or for HERO System Fifth <strong>Edition</strong>, the<br />

total of the values in the Base Points, and Disad<br />

Points Used fields). If this value is greater than the<br />

value of the Experience Earned field, it is displayed<br />

in red.<br />

The Unspent Experience field shows how<br />

many Experience Points have been earned by the<br />

character but not yet spent.<br />

The Total Points field shows how many points<br />

have been spent on abilities for the character.<br />

The Character Information section consists of<br />

several fields that provide information about the<br />

character and the campaign it is being played in.<br />

These fields are Character Name, Alternate IDs,<br />

Campaign Name, Genre, Player Name, and GM.<br />

Once you enter a name in the Character Name<br />

field, that name appears in the title bar of the <strong>Hero</strong><br />

<strong>Designer</strong> window and in the status line at the<br />

bottom of that window. It also appears in the Open<br />

CUTTINg<br />

AND PASTINg<br />

FROM OTHER<br />

APPLICATIONS<br />

With most operating<br />

systems on which <strong>Hero</strong><br />

<strong>Designer</strong> runs, you can use<br />

various shortcut keys to<br />

cut or copy text from other<br />

applications and paste it in<br />

<strong>Hero</strong> <strong>Designer</strong> text fields.<br />

■ Ctrl-C copies selected<br />

text to the system<br />

clipboard.<br />

■ Ctrl-V pastes text from<br />

the system clipboard at<br />

the current insertion<br />

point for text.<br />

■ Ctrl-X cuts selected<br />

text and places it on the<br />

system clipboard.<br />

For example, suppose you<br />

are entering a character<br />

into <strong>Hero</strong> <strong>Designer</strong><br />

whose background is in<br />

a Microsoft Word file. To<br />

copy that background to<br />

the Background/History<br />

field of <strong>Hero</strong> <strong>Designer</strong>’s<br />

Background tab, first<br />

select the text in Word that<br />

you want to copy and type<br />

Ctrl-C. Next, switch to<br />

<strong>Hero</strong> <strong>Designer</strong>. Place the<br />

cursor in the Background/<br />

History field of the<br />

Background tab and type<br />

Ctrl-V.


8 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

A NOTE ABOUT<br />

ENTERINg<br />

CHARACTERISTICS<br />

When a Characteristic’s<br />

value changes, <strong>Hero</strong><br />

<strong>Designer</strong> automatically<br />

updates all other values<br />

based on it (such as Rolls,<br />

entries in the Notes<br />

column, and for HERO<br />

System Fifth <strong>Edition</strong><br />

templates, Figured<br />

Characteristics). It also<br />

checks for illegal values<br />

(such as selling back<br />

more than one Figured<br />

Characteristic). This can<br />

occasionally cause minor<br />

problems.<br />

For example, suppose you<br />

have already sold back the<br />

character’s STUN and you<br />

want to change the PD<br />

from its current value of<br />

6 to 10. If you attempt to<br />

do this by deleting the 6<br />

from the value selector box<br />

for PD and typing the 10<br />

in directly, as soon as you<br />

type the 1, <strong>Hero</strong> <strong>Designer</strong><br />

updates all values and<br />

performs the appropriate<br />

checks. Because the<br />

program thinks you have<br />

entered a 1 as the new PD<br />

and therefore, have sold<br />

back a second Figured<br />

Characteristic, it issues<br />

the appropriate error and<br />

restores the value to 6. In<br />

such a case, you can then<br />

either change the PD using<br />

< and > or by typing the 10<br />

in front of the 6 and then<br />

deleting the 6.<br />

Files menu. Some templates label the Character<br />

Name and Alternate IDs fields differently. For<br />

example, the Vehicle template, labels them as<br />

Vehicle Name and Vehicle Model.<br />

Also in the Character Information section is<br />

the Image field which lets you add an image to the<br />

character. To do so, click the Click to assign button.<br />

A standard file selector dialog appears. Select the<br />

file containing the image and click Set Image. The<br />

image must be in JPG, GIF, or PNG format. To<br />

remove an image assigned to the Image field, click<br />

the Clear Image… button beneath the image. To<br />

change an image, click on it and use the file selector<br />

dialog to choose the new image.<br />

Background Tab<br />

The Background tab (shown on the previous<br />

page) contains a number of fields relating to the<br />

appearance and background of the character. The<br />

exact fields that are available will depend upon the<br />

character template currently in use. Fill in these<br />

fields as desired to describe the character and his<br />

background.<br />

The standard AI, Automation, Base, Computer,<br />

and Vehicle templates disable this tab.<br />

Characteristics Tab<br />

The Characteristics tab lets you set the basic<br />

values for all Characteristics available in the<br />

current template as well as values for Running,<br />

Swimming, and Leaping (if appropriate) which for<br />

purposes of this discussion all will be considered<br />

Characteristics. For each available Characteristic,<br />

there are seven columns.<br />

The Value column has a value selector box<br />

used to set the value for the current Characteristic.<br />

This is the basic value of the Characteristic. If<br />

you want to attach any Limitations or Advantages<br />

to all or part of the Characteristic’s value, you<br />

should buy that part of the value as a Power (see<br />

“Characteristics as Powers” on page 21). You can<br />

move from one Characteristic to the next with the<br />

Tab key. The Char column displays the name of the<br />

Characteristic.<br />

The Base column displays the starting value for<br />

the Characteristic. For HERO System Sixth <strong>Edition</strong><br />

characters, the character template specifies these<br />

starting values. For HERO System Fifth <strong>Edition</strong><br />

characters, the character template supplies the<br />

starting values for Primary Characteristics while<br />

the starting values for Figured Characteristics<br />

are calculated from the appropriate Primary<br />

Characteristics.<br />

The Cost column displays the cost in Character<br />

Points for the current value of the Characteristic.<br />

The Total column shows the total value of the<br />

Characteristic. This is the value from the Value<br />

column plus any Characteristics from Powers<br />

(including Characteristics bought as Powers).<br />

Because Characteristics from Powers can be bought<br />

as affecting primary values, affecting secondary<br />

values, or not affecting totals, the Total column<br />

might contain a split value (for example, 13/23).<br />

In such cases, the value to the left of the / is the<br />

primary value (the total of the Value column plus<br />

any Characteristics from Powers bought as affecting<br />

the primary value). The value to the right of the<br />

/ is the secondary value (the total of the primary<br />

value plus any Characteristics from Powers bought<br />

as affecting the secondary value). For example, a<br />

character with a basic STR of 10 and a STR of 20 in<br />

his superheroic form (bought as a Power with the<br />

Only in Alternate Identity Limitation and affecting<br />

the secondary value) would have 10/20 in the Total<br />

column.<br />

The Roll column shows the Characteristic Roll<br />

associated with that Characteristic (if any).<br />

The Notes column shows other information<br />

related to the Characteristic. For example, the Notes<br />

entry for INT displays the character’s PER Roll.<br />

Finally, the bottom line on the tab shows<br />

the total number of Character Points spent on<br />

Characteristics with the total points spent on the<br />

character after it in parentheses.<br />

CHARACTERISTIC MAxIMA<br />

For HERO System Fifth <strong>Edition</strong> templates,<br />

the Characteristics tab also contains a checkbox<br />

labeled Normal Characteristic Maxima and a<br />

dropdown list with options for age restrictions.<br />

These appear beneath the Characteristic list but<br />

above the total line.<br />

The availability of the Normal Characteristic<br />

Maxima checkbox and its effect on the character


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 9<br />

depends upon the current template and campaign<br />

rules.<br />

When using the standard Fifth <strong>Edition</strong> Normal<br />

or <strong>Hero</strong>ic templates, checking the Normal<br />

Characteristic Maxima box adds a 0 point<br />

Normal Characteristic Maxima Disadvantage to<br />

the Disadvantages tab. If you also select an age<br />

restriction, the appropriate Age Disadvantage is<br />

added as well.<br />

When using the standard Fifth <strong>Edition</strong><br />

Superheroic template, checking the Normal<br />

Characteristic Maxima box adds a basic 20 point<br />

Normal Characteristic Maxima Disadvantage to<br />

the Disadvantages tab. If you also select an age<br />

restriction, an appropriate Age Disadvantage is<br />

added as well.<br />

The campaign rules described in the “Campaign<br />

Rules” section on page 36 can specify whether or not<br />

the Normal Characteristic Maxima checkbox is<br />

automatically checked on Fifth <strong>Edition</strong> templates<br />

and whether or not the user can change this<br />

selection.<br />

The Normal Characteristic Maxima checkbox<br />

is never available (and cannot be made available by<br />

the campaign rules) with Fifth <strong>Edition</strong> Vehicle, Base,<br />

Automaton, Computer, or AI templates.<br />

HERO System Sixth <strong>Edition</strong> has implements<br />

characteristic maxima differently. There is<br />

no Normal Characteristic Maxima or Age<br />

Complication. Instead, GMs, who want to use<br />

Character Maxima for their campaigns, should<br />

select an appropriate set of maxima for each<br />

campaign. <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> supports this<br />

approach by allowing you to specify these Character<br />

Maxima in the campaign rules. See the “Campaign<br />

Rules” section on page 36 for details.<br />

Ability And Complications<br />

Tabs<br />

The ability and Complications tabs let you add<br />

abilities and Complications to a character. These<br />

tabs all have a layout similar to the Powers tab<br />

shown in the screenshot on the next page.<br />

On the left side is the character sheet pane. This<br />

pane shows the items purchased for the character in<br />

roughly the same format as they will appear when<br />

you export the character. At the top of this pane is<br />

the character sheet title bar. This title bar contains<br />

the name of the tab followed by the number of<br />

Character Points spent on this tab with the total<br />

points spent on the character and the maximum<br />

points available in parentheses after it.<br />

Beneath the pane’s toolbar is the character sheet<br />

menu bar. This menu bar features the Edit, List,<br />

and Sorting menus as well as tab-specific menus<br />

such as the Power Frameworks menu shown in the<br />

screenshot.<br />

On the right side is the available item pane.<br />

This pane displays the items that can be currently<br />

added to the character. It has two subtabs. One<br />

shares the name of the overall tab (for example,<br />

Powers for the Powers tab) and the other is the<br />

Prefabs subtab. The first subtab displays the items<br />

defined in the current character template (along<br />

with symbols similar to those used in the HERO<br />

System Fifth <strong>Edition</strong> and HERO System Sixth <strong>Edition</strong><br />

rulebooks to indicate the item’s potential for abuse).<br />

The second subtab displays the items defined in any<br />

currently loaded Prefabs.<br />

At bottom of the available item pane are the<br />

Select and Define buttons. The Select button selects<br />

the currently highlighted item for purchase and<br />

brings up the appropriate dialog while the Define<br />

button shows the definition of the highlighted item.<br />

To select a given tab, click the tab name or type<br />

Alt-1 to select the first tab, Alt-2 to select the second<br />

tab, and so forth.<br />

The following sections describe each of the tabs<br />

and their tab-specific features.<br />

SKILLS TAB<br />

From the Skills tab, you can purchase Skills<br />

(except Martial Arts, which has its own tab). The<br />

character sheet menu bar for this tab contains a<br />

Skill Enhancers menu in addition to the standard<br />

Edit, List, and Sorting menus.<br />

PERKS TAB<br />

From the Perks tab, you can purchase Perks.<br />

The character sheet menu bar for this tab contains<br />

a Perk Enhancers menu in addition to the standard<br />

Edit, List, and Sorting menus. Technically, there<br />

is no such thing as a Perk Enhancer in the HERO<br />

System rules, but because the Well-Connected Skill<br />

Enhancer actually affects the cost of Perks rather<br />

than Skills, it is listed on this menu.<br />

WHERE ARE<br />

DISADvANTAgES?<br />

As you may or may<br />

not know, <strong>Hero</strong> System<br />

Sixth <strong>Edition</strong> replaced<br />

Disadvantages with<br />

Complications in an effort<br />

to better describe their<br />

purpose in the game.<br />

However, the process<br />

of adding and editing<br />

Complications is exactly<br />

the same as adding and<br />

editing Disadvantages.<br />

This manual simply refer<br />

to Complications and<br />

the Complications tab.<br />

Unless otherwise, noted,<br />

this information applies<br />

equally to Disadvantages<br />

and the Disadvantages<br />

tab in HERO System Fifth<br />

<strong>Edition</strong> templates.


10 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

TALENTS TAB<br />

From the Talents tab, you can purchase Talents.<br />

The character sheet menu bar for this tab contains<br />

only the standard Edit, List, and Sorting menus.<br />

MARTIAL ARTS TAB<br />

From the Martial Arts tab, you can purchase<br />

Martial Maneuvers, including Weapon Elements<br />

and extra Damage Classes. The character sheet<br />

menu bar for this tab contains only the standard<br />

Edit, List, and Sorting menus.<br />

POWERS TAB<br />

From the Powers tab, you can purchase Powers<br />

including Characteristics, Skills, Perks, and Talents<br />

bought as Powers. As shown in the screen shot<br />

below, the character sheet menu bar for this tab<br />

contains the Power Frameworks menu in addition<br />

to the standard Edit, List, and Sorting menus.<br />

COMPLICATIONS TAB<br />

From the Complications tab, you can assign<br />

Complications to the character. The character sheet<br />

menu bar for this tab contains only the standard<br />

Edit, List, and Sorting menus.<br />

For HERO System Fifth <strong>Edition</strong> templates, this<br />

is called the Disadvantages tab and is used to assign<br />

Disadvantages to the character.<br />

EqUIPMENT TAB<br />

The Equipment tab only appears when it is<br />

enabled by the current campaign rules, as described<br />

in the “Campaign Rules” section on page 36.<br />

When available, you can use this tab for<br />

assigning equipment that does not cost Character<br />

Points. In general, the Equipment tab is identical<br />

to the Powers tab. However, when you purchase<br />

items on the Equipment tab, the point cost of those<br />

items is not included in the character’s totals and<br />

you have the ability to specify equipment-specific<br />

information about each, such as price and weight.<br />

Superheroic characters who must pay points for<br />

their equipment purchase it on the Powers tab.<br />

SEPARATINg TABS FROM MAIN WINDOW<br />

At times, you may find it useful to be able to<br />

view more than one <strong>Hero</strong> <strong>Designer</strong> tab at a time.<br />

You can do this by tearing off (that is, separating)<br />

tabs from the main window.<br />

To separate a tab, first select desired tab and then<br />

select Tear Off Selected Tab from the Tools menu.<br />

The selected tab is removed from the main <strong>Hero</strong><br />

<strong>Designer</strong> window and appears as a separate window<br />

that can be moved and resized on its own. To return<br />

the tab to the main <strong>Hero</strong> <strong>Designer</strong> window, simply<br />

close the window containing the separated tab.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 11<br />

ADDINg ABILITIES AND<br />

COMPLICATIONS<br />

At the core of the HERO System is the way you<br />

can add abilities (Skills, Perks, Talents, Martial<br />

Maneuvers, and Powers) to a character and balance<br />

those abilities with Complications. In addition,<br />

you can customize these abilities with Adders and<br />

Modifiers to create specific effects.<br />

For details on adding Lists and Frameworks, see<br />

the “Working With Lists And Frameworks” section<br />

on page 25.<br />

Regardless of the ability or Complication with<br />

which you are working, the basic procedure for<br />

adding, deleting, or moving it is the same.<br />

Adding An Item<br />

To add an item to the character, you should first<br />

set where on the character sheet pane you want<br />

the item to appear. Where the new item appears<br />

depends primarily on whether or not an entry on<br />

that pane is currently highlighted. Clicking once<br />

on an item toggles it between highlighted and not<br />

highlighted.<br />

If an item on the character sheet pane is<br />

highlighted, the new item is inserted either before<br />

or after the highlighted item depending on whether<br />

the Insert button is currently set to Insert Before<br />

or Insert After. Clicking the Insert button toggles it<br />

between the two values.<br />

If no item on the character sheet pane is<br />

highlighted, the new item is inserted either at the<br />

top or end of the character sheet pane depending on<br />

whether the Insert button is currently set to Insert<br />

At Top or Insert At End. Clicking the Insert button<br />

toggles it between the two values.<br />

Then, to add an item, select the item from the<br />

available item list shown in the right pane. You<br />

can do this either by double clicking on the item<br />

or by highlighting the item and clicking Select or<br />

pressing Enter.<br />

The dialog for the selected item appears. Fill<br />

in the dialog as appropriate (see the “Attaching<br />

Adders And Modifiers” section on page 12 as well as<br />

the section on the type of ability or Complication<br />

being added) and click OK. A new item including<br />

all values and options specified in the dialog and<br />

all attached Adders and Modifiers appears on the<br />

character sheet pane in the desired location.<br />

You can also add an item to the character sheet<br />

by right-clicking on the item in the available item<br />

list. When you add an item in this way, no dialog<br />

appears and the item is added at its default value.<br />

When adding an item to the character sheet<br />

pane, a Duplicate Purchase dialog may appear<br />

if you already added that item to the character,<br />

asking if you want to purchase the item again.<br />

Click Yes to add the item again. Click No to not<br />

add the item. The Duplicate Purchase dialog<br />

appears for multiple purchases of virtually all Skills,<br />

Perks, Talents, and Martial Maneuvers. It also<br />

appears for multiple purchases of Powers that are<br />

generally only purchased once for a given character.<br />

It does not appear at all for duplicate purchases<br />

of Complications. Whether or not this warning<br />

appears can be set on the Preferences dialog as<br />

described in the “Application Preferences” section<br />

on page 33.<br />

Deleting An Item<br />

To delete an item from the character sheet pane,<br />

highlight the item and either click the Delete button<br />

or press the Delete key. You can also delete an item<br />

by editing it (see “Editing An Item” below) and<br />

clicking the Delete button on the item’s dialog box.<br />

Finally, you can simply right-click on the item and<br />

select Delete from the pop-up menu that appears.<br />

Whichever method you choose, a prompt<br />

appears asking you to confirm the deletion. Click<br />

Yes to delete the item. Click No to change your<br />

mind and not delete it. You can turn off the need for<br />

confirming deletions on the Preferences dialog as<br />

described in the “Application Preferences” section<br />

on page 33.<br />

Moving An Item<br />

You can rearrange the order of items on the<br />

character sheet pane by moving items up or down.<br />

To move an item, highlight it and click either the<br />

Down-Arrow button or the Up-Arrow button. As<br />

you might expect, the Down-Arrow button moves<br />

the item down the pane and the Up-Arrow button<br />

moves the item up the pane.<br />

As an alternative, you can move an item up or<br />

down the character sheet pane by right-clicking<br />

on the item and selecting either Move Up or Move<br />

Down from the pop-up menu that appears.<br />

You can also rearrange items using the<br />

techniques described in the “Copying, Cutting, and<br />

Pasting” section on page 15 or by sorting as described<br />

on page 16.<br />

Editing An Item<br />

After adding an item to the character sheet pane,<br />

you may decide there is something that you want<br />

to change about it. You can edit such an item by<br />

double clicking on the item’s Cost or END, by rightclicking<br />

on the item and selecting Edit from the<br />

pop-up menu that appears, or by highlighting the<br />

item and clicking Edit or pressing Enter.<br />

The dialog for the item to be edited appears.<br />

Make your changes and click OK. The character<br />

sheet pane is updated to show the edited item.<br />

Naming An Item<br />

Dialogs for all items (except Complications)<br />

include a Name field. This field is the name by<br />

which the fully constructed item is known. For


12 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

MODIFIERS AND<br />

TEMPLATES<br />

The actual lists of<br />

Modifiers shown in the<br />

Select Modifiers dialog<br />

depend are limited to the<br />

Modifiers defined in the<br />

current character template.<br />

Not all templates define all<br />

Modifiers. For example,<br />

the STR Minimum<br />

Limitation is not available<br />

in the Superheroic<br />

template because it is<br />

inappropriate for the<br />

superhero genre.<br />

example, if Captain Righteous’ Telekinesis is known<br />

as the “Hand of Righteousness” you would enter<br />

that in the Name field of the Telekinesis dialog.<br />

This name appears in italics at the beginning of the<br />

item’s entry on the character sheet pane.<br />

Changing The Text Of An Item<br />

When you add an item, the descriptive text<br />

for that item appears in the second column of<br />

the character sheet pane. This column is labeled<br />

appropriately with the type of ability displayed<br />

on the tab. For example, it is labeled Power on<br />

the Powers tab and Skill on the Skills tab. This<br />

descriptive text is editable.<br />

To edit an item’s descriptive text, double-click<br />

on that text. You can now edit it. When you are<br />

finished editing, press Enter. The edited text is now<br />

displayed in blue and will not change regardless of<br />

any changes you make to the ability or its Modifiers.<br />

At any point, you can reset the descriptive text to<br />

the item’s normal display by deleting all the edited<br />

descriptive text and pressing Enter.<br />

Attaching Adders And<br />

Modifiers<br />

You can customize any ability by attaching<br />

Adders and Modifiers. There are four types of<br />

Adders and Modifiers: ability-specific Adders,<br />

standard Modifiers (that is, Advantages and<br />

Limitations), Custom Modifiers, and Custom<br />

Adders. Regardless of type, you attach all Adders<br />

and Modifiers using the ability’s dialog. Each<br />

ability’s dialog has a large text area that displays<br />

available ability-specific Adders as well as any other<br />

Adders and Modifiers you have attached.<br />

Some Adders and Modifiers have value selector<br />

boxes or dropdown lists that you can use to set<br />

details of the Adder or Modifier. Also, remember<br />

you can edit the text of an Adder or Modifier to<br />

appear however you would like on the character<br />

sheet pane.<br />

In addition, if an Adder or Modifier has a blue<br />

question mark near their cost, clicking on the<br />

question mark brings up a definition for the Adder<br />

or Modifier.<br />

As you attach, edit, and remove Adders and<br />

Modifiers, <strong>Hero</strong> <strong>Designer</strong> automatically adjusts the<br />

Real and Active Cost displayed for the ability.<br />

Additionally, when you attach a Modifier to an<br />

ability, a Display Active Points checkbox is added<br />

to the ability’s dialog. Checking this box includes<br />

the Active Points in an ability in that’s ability’s<br />

display on the character sheet pane.<br />

For details on using Adders and Modifiers with<br />

Lists and Frameworks, see the “Working With Lists<br />

And Frameworks” section on page 25.<br />

ABILITy-SPECIFIC ADDERS<br />

Several abilities have Adders that are specific to<br />

that ability. Entries for these Adders always appear<br />

on the ability’s dialog. To attach one of these Adders<br />

to the ability, check the box next to it. To remove an<br />

Adder, uncheck its box.<br />

STANDARD MODIFIERS<br />

Standard Modifiers include Advantages and<br />

Limitations that you can attach to almost any<br />

ability. To add a standard Modifier, click the Add<br />

Modifier… button. The Select Modifiers dialog<br />

appears.<br />

This dialog features five selectable lists:<br />

Advantages, Limitations, Recently Selected,<br />

Unavailable Advantages, and Unavailable<br />

Limitations. The Advantages and Limitations<br />

lists display the current available (see the “Modifier<br />

Intelligence” sidebar on page 13) Modifiers of<br />

those types. The Recently Selected list displays,<br />

in alphabetical order, up to the last 40 Modifiers<br />

(including the details you specified for each)<br />

you have assigned to abilities. This makes it easy<br />

to assign exactly the same Modifier to multiple<br />

abilities across multiple characters. The Recently<br />

Selected list is preserved when you exit <strong>Hero</strong><br />

<strong>Designer</strong>. Finally, the Unavailable Advantages<br />

and Unavailable Limitations lists display those<br />

Advantages and Limitations that are currently<br />

unavailable due to Modifier intelligence. While you<br />

cannot add these Modifiers to the current ability,<br />

you can see why a given Modifier is unavailable by<br />

either or double-clicking on it or by highlighting it<br />

and clicking the View Reason button.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 13<br />

If you have turned off Modifier intelligence<br />

in the Preferences dialog as described in the<br />

“Application Preferences” section on page 33,<br />

the Unavailable Advantages and Unavailable<br />

Limitations lists are renamed Non-Recommended<br />

Advantages and Non-Recommended Limitations<br />

and the Modifiers in these lists are available to<br />

attach to the ability.<br />

To add a Modifier from any list, either double<br />

click on the Modifier or highlight it and click Select.<br />

Once selected, a dialog for the Modifier appears.<br />

A Modifier dialog sometimes includes Adders<br />

and multipliers of its own. These Adders and<br />

multipliers adjust the Modifier’s value. For example,<br />

a +½ Adder adds +½ to the Modifier’s value, while a<br />

x2 multiplier doubles that value.<br />

The Comments field lets you enter text to<br />

appear in parentheses with the Modifier value on<br />

the character sheet. Fill out the dialog and click OK.<br />

The Modifier appears at the bottom of the Modifier<br />

list for the ability with a checked box next to it and<br />

the word Edit in blue near its cost.<br />

After adding a Modifier, you are returned to<br />

the Select Modifiers dialog so you can add more<br />

Modifiers. When you are finished adding Modifiers<br />

to an ability, click Done.<br />

To edit a Modifier, click on the word Edit.<br />

To remove a Modifier, uncheck the box next to<br />

it. The next time you edit the item on the character<br />

sheet pane, the Modifier will not be listed.<br />

CUSTOM MODIFIERS<br />

Custom Modifiers let you add Advantages or<br />

Limitations that are not defined in the current<br />

character template.<br />

To add a Custom Modifier, click the Add<br />

Modifier button and when the Select Modifiers<br />

dialog appears, click the Custom Modifier button.<br />

The Custom Modifier dialog appears.<br />

Edit the text “Custom Modifier” in the Display<br />

field to the name you want the Advantage or<br />

Limitation to have and set the value of the Modifier<br />

using the value selector box<br />

in the Value field.<br />

Negative values are<br />

Limitations; positive<br />

values are Advantages.<br />

Additionally, you can enter<br />

text in the Comments<br />

field. This text will appear<br />

in parentheses with the<br />

Modifier value on the<br />

character sheet pane. Click<br />

OK to add the Modifier to<br />

the current ability and you<br />

are returned to the Select<br />

Modifiers dialog so you can<br />

add more Modifiers.<br />

Custom Modifiers may<br />

be edited and removed<br />

in the same manner as<br />

Standard Modifiers.<br />

You can use Custom Modifiers to add new<br />

Advantages or Limitations from house rules or<br />

newer rules supplements that have not yet been<br />

incorporated into <strong>Hero</strong> <strong>Designer</strong>. They are also<br />

useful for adding versions of standard Modifiers<br />

with non-standard values. Finally, they be used<br />

to add a Modifier that is currently unavailable for<br />

the ability. Often, such Modifiers are unavailable<br />

because they would normally be illegal in<br />

the current circumstance (see the “Modifier<br />

Intelligence” sidebar) but may be needed because of<br />

an unusual ability construct.<br />

CUSTOM ADDERS<br />

Custom Adders adjust an ability’s Active Cost.<br />

They can be positive or negative. Positive Custom<br />

Adders increase the Active Cost, while negative<br />

Custom Adders decrease it. You can use Custom<br />

Adders for a variety of purposes. Possible uses<br />

include Adders specified in house rules, cost<br />

adjustments due to house rules or unusual ability<br />

constructs, or to represent reduced cost abilities<br />

(such as making a Skill into an Everyman Skill).<br />

To add a Custom Adder, click the Custom<br />

Adder button. An entry for the Custom Adder<br />

appears on the ability dialog with a checked box<br />

next to it. Edit the text “Custom Adder” to indicate<br />

what the Custom Adder represents and set the<br />

MODIFIER<br />

INTELLIgENCE<br />

When you try to attach a<br />

Modifier, <strong>Hero</strong> <strong>Designer</strong><br />

lists only those Advantages<br />

and Limitations that<br />

are currently valid to be<br />

attached to the ability.<br />

For example, if the ability<br />

is not ranged, the No<br />

Range Limitation is not<br />

listed. Similarly, if the<br />

ability does not have an<br />

Endurance cost of 0, the<br />

Persistent Advantage is<br />

not available. However,<br />

if you add the Reduced<br />

Endurance Advantage<br />

to lower the END cost<br />

to zero, Persistent then<br />

becomes available.<br />

Modifier intelligence also<br />

prevents Modifiers that<br />

should be attached only<br />

once from being attached<br />

multiple times.<br />

Other aspects of Modifier<br />

intelligence, like mutual<br />

exclusivity, affect abilityspecific<br />

Modifiers and<br />

Adders. Attaching certain<br />

Modifiers and Adders<br />

prohibits attaching others.<br />

Once you attach one, any<br />

mutually exclusive Adders<br />

or Modifiers are grayed<br />

out. Removing that Adder<br />

or Modifier makes the<br />

others available again.<br />

If, due to house rules or<br />

unusual ability constructs,<br />

Modifier intelligence does<br />

not let you add a desired<br />

Modifier or Adder, you<br />

can use a Custom Modifier<br />

or Custom Adder and edit<br />

it appropriately.<br />

You can check to see if all<br />

Modifiers on a character<br />

are valid by selecting<br />

Valid all Modifiers on<br />

Character from the<br />

Current Character<br />

menu. A dialog showing<br />

the offending Modifiers<br />

appears and all abilities<br />

with offending Modifiers<br />

appear in red on the<br />

character sheet pane.<br />

You can turn off Modifier<br />

Intelligence from the<br />

Preferences dialog<br />

as described in the<br />

“Application Preferences”<br />

section on page 33. This<br />

also turns off the ability to<br />

validate all Modifiers.


14 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

SPECIAL EFFECTS<br />

The following standard<br />

special effects are available<br />

for all <strong>Hero</strong> <strong>Designer</strong><br />

abilities:<br />

■ Acid<br />

■ Alien<br />

■ Air/Wind<br />

■ Animal Body<br />

■ Control Chi<br />

■ Cosmic Energy<br />

■ Cyberkinesis<br />

■ Darkness<br />

■ Density Alteration<br />

■ Dimensional<br />

Manipulation<br />

■ Earth/Stone<br />

■ Electricity<br />

■ Emotion Control<br />

■ Fire/Heat<br />

■ Force<br />

■ Gravity<br />

■ Ice/Cold<br />

■ Illusion<br />

■ Kinetic Energy<br />

■ Light<br />

■ Luck<br />

■ Magic/Mystic<br />

■ Magnetism<br />

■ Martial Arts<br />

■ Matter Manipulation<br />

■ Mental/Psionic<br />

■ Metamorphic<br />

■ Mutant<br />

■ Precognition<br />

■ Radiation<br />

■ Serum Based<br />

■ Shape Alteration<br />

■ Size Alteration<br />

■ Sleep/Dream<br />

■ Solar/Celestial<br />

■ Sonic<br />

■ Speedster<br />

■ Strength/Toughness<br />

■ Stretching<br />

■ Telekinetic<br />

■ Teleportation<br />

■ Time<br />

■ Vibration<br />

■ Water<br />

■ Weather<br />

■ Wood/Plant<br />

■ Miscellaneous<br />

value of the Adder using the value selector box. To<br />

remove a Custom Adder, uncheck the box next to<br />

it. The next time you edit the item on the character<br />

sheet pane, the Adder will not be listed.<br />

Copying, Cutting, And<br />

Pasting Modifiers<br />

Sometimes an ability has a set of Modifiers that<br />

you would to copy or move to one or more other<br />

abilities or to a List or Framework. You can do this<br />

by right-clicking on the item on the character sheet<br />

pane that has the modifiers you want to copy or<br />

move and selecting the appropriate item from the<br />

pop-up menu that appears.<br />

To copy an ability’s Modifiers but still leave<br />

them attached to the original ability, select Copy<br />

Modifiers from the menu. To remove an ability’s<br />

Modifiers so that they can be moved to another<br />

ability, select Cut Modifiers from the menu.<br />

Once you have cut or copied a set of Modifiers,<br />

right-click on the item (or List or Framework) to<br />

which you want to add those Modifiers, and select<br />

Paste Modifier from the pop-up menu that appears.<br />

Any Modifiers that are valid to be added to the<br />

target item (or List or Framework) are added.<br />

Cost Multipliers<br />

When the Cost Multipliers checkbox of the<br />

Rules tab on the View/Edit Rules dialog (see the<br />

“Campaign Rules” section on page 36) is checked, a<br />

Cost Multiplier button appears on each ability’s<br />

dialog. When you click this button, the Cost<br />

Multiplier dialog appears.<br />

On this dialog, you can specify a value by which<br />

the cost of the ability will be multiplied. If you want<br />

to double the normal cost of the ability, you would<br />

enter “2” in the Cost Multiplier field. Similarly,<br />

if you want the cost to be a third of normal, you<br />

would enter “.333333” in that field.<br />

As noted on the dialog, cost multipliers are not<br />

officially part of the HERO System Fifth <strong>Edition</strong> or<br />

the HERO System Sixth <strong>Edition</strong> rules. However, they<br />

do have their uses in optional rules. At least one<br />

Fantasy <strong>Hero</strong> magic system suggests charging onethird<br />

normal cost for spells. Additionally, individual<br />

GMs may find this feature useful for implementing<br />

their campaigns’ house rules.<br />

Assigning Special Effects<br />

Special effects can play a big part in many HERO<br />

System games and <strong>Hero</strong> <strong>Designer</strong> lets you quickly<br />

and easily assign a special effect to each ability. To<br />

do so, use the Special Effect dropdown list on the<br />

ability’s dialog to select the desired special effect.<br />

See the “Standard Special Effects” sidebar for a list<br />

of the available special effects.<br />

If your desired special effect is not available in<br />

the dropdown list, you can type your special effect<br />

directly into the Special Effect field.<br />

Assigned special effects will not appear on the<br />

character sheet pane and will not normally be<br />

exported unless the Export Format used specifically<br />

exports them.<br />

Attaching Notes<br />

Occasionally, it is handy to add extra notes to<br />

an item’s description. To do so, click the Create<br />

Notes… button on the ability’s dialog when adding<br />

or editing an item. The Notes for… dialog appears.<br />

On this dialog, enter the notes you want to<br />

attach in the text box. If you do not want the notes<br />

to appear on the character sheet pane, and thus, not<br />

on an exported version of the character, uncheck<br />

the Include in Print Out box. Click Close to close<br />

the dialog.<br />

When an item has a note attached, the Create<br />

Notes… button changes to an Edit Notes… button,<br />

which lets you edit the attached notes. If you delete<br />

all the text on the Notes for… dialog, the Edit<br />

Notes… button reverts to a Create Notes… button.<br />

Possible uses for notes includes specifying<br />

additional information about the ability (such as the<br />

Sense Groups that can detect a Power), providing<br />

further details about Modifiers attached to the<br />

ability, and so forth.<br />

Associating Files<br />

Several HERO System abilities (most notably,<br />

the Follower and Vehicles & Bases Perks and the<br />

Duplication, Multiform, and Summon Powers) have<br />

costs which are based on another related HERO<br />

System character. <strong>Hero</strong> <strong>Designer</strong> provides two<br />

methods for dealing with such an ability.<br />

The first method is simply to enter the<br />

appropriate costs for the related character on the<br />

ability’s dialog. However, this means that any time


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 15<br />

you make a change in the related character, you<br />

need to update the costs on the ability’s dialog.<br />

The second method is to directly associate the<br />

related character with the main character’s ability<br />

by clicking the Associate File… button on the<br />

ability’s dialog (see the Summon dialog above).<br />

A standard file selector dialog appears. Select the<br />

<strong>Hero</strong> <strong>Designer</strong> character file you wish to associate<br />

and click Associate Character. The ability’s dialog<br />

is updated with the information from the related<br />

character and the cost of the ability is calculated.<br />

Once you have associated a file with an ability,<br />

any changes you make to the associated file (and<br />

save) will be reflected on the ability’s dialog and in<br />

the ability’s cost.<br />

Also, once a file is associated with an ability, the<br />

Associate File… button is replaced with a Remove<br />

File Association button. Clicking this button<br />

removes the file association but leaves the last<br />

values received from the previously associated file.<br />

viewing An Ability’s<br />

Definition<br />

To view an ability’s definition, click the Define<br />

button on the ability’s dialog when adding or<br />

editing an item. Alternatively, you can right-click<br />

on an item on the character sheet and select Define<br />

from the pop-up menu that appears. In either case,<br />

a pop-up box appears showing the definition. Click<br />

anywhere on the box to dismiss it. Similarly, you<br />

can view the definition of a Modifier by clicking on<br />

the Define button of its dialog.<br />

When the Show Popup definitions in selection<br />

lists checkbox is checked on the Display tab of the<br />

Preferences dialog as described in the “Application<br />

Preferences” section on page 33, you can view an<br />

ability’s definition by simply moving your mouse<br />

over the ability’s name in a selection list.<br />

Copying,<br />

Cutting, And<br />

Pasting<br />

As discussed earlier,<br />

you can reorder items on<br />

the character sheet pane<br />

with the Down-Arrow and<br />

Up-Arrow buttons. These<br />

buttons work great if you<br />

are just moving items up<br />

or down a few positions.<br />

However, if you want to<br />

move an item freely to<br />

any point on the character<br />

sheet pane or even copy or<br />

move an item to another<br />

character, you can use the<br />

Edit menu on the character<br />

sheet menu bar. This menu<br />

has three items: Cut, Copy,<br />

and Paste.<br />

To remove an item from the character sheet pane<br />

and place it on the <strong>Hero</strong> <strong>Designer</strong> clipboard, select<br />

Cut.<br />

To copy an item (without removing it) from the<br />

character sheet and place it on the <strong>Hero</strong> <strong>Designer</strong><br />

clipboard, select Copy.<br />

The Paste entry on the menu is only available if<br />

the current item on the <strong>Hero</strong> <strong>Designer</strong> clipboard<br />

can be added to the current tab. Normally, items<br />

copied or cut from a tab can only be added to that<br />

same tab (on any character). However, items from<br />

the Skills, Perks, Talents, Powers, and Equipment<br />

tabs can be added to the Powers or Equipment<br />

tabs. In addition, Skills, Perks, and Talents<br />

purchased as Powers or Equipment can be added to<br />

the Skills, Perks, and Talents tabs, respectively.<br />

Pasting an item to the character sheet pane of<br />

a tab works in the same way as adding an item. As<br />

described in the “Adding an Item” section on page<br />

11, you must first select where to paste the item on<br />

the character pane. This is based on whether or not<br />

an item on the pane is highlighted and the current<br />

setting of the Insert button. Then, select Paste<br />

from the Edit menu to add the item in the desired<br />

location.<br />

Alternatively, you can access this functionality<br />

by right-clicking on an item and selecting Cut,<br />

Copy, or Paste from the pop-up menu that appears.<br />

Note that once an item is on the <strong>Hero</strong> <strong>Designer</strong><br />

clipboard, it remains there until another cut or<br />

copied item replaces it or you exit <strong>Hero</strong> <strong>Designer</strong>.<br />

Thus, you can cut or copy an item from one<br />

character and paste it on another.<br />

Items placed on the <strong>Hero</strong> <strong>Designer</strong> clipboard<br />

are also placed on the system clipboard and can be<br />

pasted into other applications.


16 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

UNUSUAL<br />

EvERyMAN SKILLS<br />

Everyman Skills vary from<br />

campaign to campaign<br />

and not all of them<br />

are the standard free<br />

8- Familiarity that <strong>Hero</strong><br />

<strong>Designer</strong> handles easily.<br />

For example, the sample<br />

Everyman Skill list for<br />

modern campaigns in<br />

the HERO System Sixth<br />

<strong>Edition</strong> rules includes a<br />

Professional Skill at 11and<br />

Transport Familiarity:<br />

Small Motorized Ground<br />

Vehicle. Both are nonstandard,<br />

so you must<br />

use another method to<br />

represent these free Skills.<br />

That method is Custom<br />

Adders. For each of these<br />

Everyman Skills, purchase<br />

the Skill normally<br />

and attach a negative<br />

Custom Adder to bring<br />

the cost down to 0 and<br />

edit “Custom Adder” to<br />

“Everyman”.<br />

When creating several<br />

characters for a campaign<br />

that has unusual Everyman<br />

Skills, you may find useful<br />

to create a Prefab for the<br />

campaign’s Everyman<br />

Skills. Prefabs are<br />

described in the “Prefabs<br />

And Package Deals”<br />

chapter on page 40.<br />

Sorting<br />

In addition to being able to rearrange items on<br />

the character sheet pane by moving items up and<br />

down or by cutting, copying, and pasting, you can<br />

also sort all the items on the character sheet pane of<br />

a given tab.<br />

To sort the items on a tab’s character sheet, use<br />

the Sorting menu from the character sheet menu<br />

bar. First select either Ascending or Descending<br />

to specify whether the items are to be sort in<br />

ascending or descending order. When you select<br />

one these two menu items, you are then presented<br />

with four options for sorting the items on the<br />

character sheet: by Type, by Display, by Real Cost,<br />

and by Active Cost.<br />

If you select by Real Cost or by Active Cost, the<br />

items on the character sheet are sorted in ascending<br />

or descending numerical order based on the chosen<br />

cost. If you select by Display, the items are sorted in<br />

ascending or descending alphabetical order based<br />

on the text displayed for each item. Finally, if you<br />

select by Type, the items are sorted in ascending<br />

or descending alphabetical order based on default<br />

Display field for each item. For example, all Blasts<br />

will be sorted together.<br />

If the character sheet contains any lists or<br />

Power Frameworks, the items within each list or<br />

Framework are also sorted<br />

according to the selected<br />

criteria.<br />

Finally, if the sort being<br />

performed does not affect<br />

an item, it is not moved.<br />

This means, for example, if<br />

you first sort Complications<br />

in descending order by<br />

their Active Costs and then<br />

resort in ascending order<br />

by their type, you get a list<br />

of Complications grouped<br />

by type (in alphabetical<br />

order) with the individual<br />

Complications within each<br />

grouping appearing in<br />

descending order of their<br />

Active Costs.<br />

Because there is no way<br />

to undo a sorting operation,<br />

you should always save a<br />

character before performing<br />

any sort. This allows you<br />

to easily return to the unsorted version if the sort<br />

yields undesired results.<br />

Skills<br />

In general, Skills are added just like any other<br />

ability. One exception to this is those Skills which<br />

do not have any additional options. Normally, such<br />

Skills are added automatically as though you had<br />

right-clicked on the Skill name. This ability can be<br />

disabled from the Preferences dialog as described<br />

in the “Application Preferences” section on page 33.<br />

If you are adding a Skill which features<br />

additional options, or you are editing a Skill, the<br />

dialog for that Skill appears.<br />

As you can see from the Acrobatics dialog<br />

shown below, this dialog may include several fields.<br />

The Display field shows how the Skill is labeled<br />

on the character sheet pane, that is, it is the actual<br />

name of the Skill. This field is completely editable.<br />

For example, in a Star <strong>Hero</strong> campaign, your GM<br />

might have added a separate Zero-G Acrobatics<br />

Skill that works just like Acrobatics but in a zero-G<br />

environment. The easiest way to add such a Skill to<br />

a character using <strong>Hero</strong> <strong>Designer</strong> is to simply add the<br />

Acrobatics Skill and edit the Display field to read<br />

“Zero-G Acrobatics”. When adding new Skills in<br />

this manner, the Power Skill is a good choice to edit<br />

because it allows you to choose which Characteristic<br />

the Skill is based on.<br />

The Characteristic field shows the Characteristic<br />

on which the Skill Roll is based. For Skills that can<br />

be based on one of a variety of Characteristics (for<br />

example, Knowledge Skill, Professional Skill and<br />

Power), this field contains a dropdown list showing<br />

the available Characteristics (as well as possibly<br />

GENERAL). From this list, you can choose the<br />

Characteristic on which to base the Skill Roll. If you<br />

choose GENERAL, the Skill Roll has a base of 11-.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 17<br />

The Levels field contains a value selector box<br />

that lets you purchase additional +1s to the Skill<br />

Roll. This field starts at 0 to indicate to the base Skill<br />

Roll.<br />

For Skills that can be purchased as a 8-<br />

Familiarity, the Skill dialog contains a checkbox<br />

labeled Familiarity Only. Check this box to<br />

indicate that you only want a Familiarity with the<br />

Skill. When you do so, the Levels field is grayed out<br />

and an additional checkbox may appear, labeled<br />

Everyman Skill. If the Skill is an Everyman Skill in<br />

the character’s campaign (that is, Familiarity with<br />

the Skill is free), check this box.<br />

Similarly, if the Skill can be purchased as a 10-<br />

Proficiency according to the optional Proficiency<br />

rules in HERO System Sixth <strong>Edition</strong>, the Skill dialog<br />

includes a Proficiency checkbox. Check this box to<br />

purchase the Skill as a Proficiency.<br />

If you only want to purchase bonuses with a Skill<br />

(as used in several racial Templates in Fantasy <strong>Hero</strong>,<br />

for example), check the Skill Levels Only checkbox.<br />

When you do so, the Levels field represents the<br />

number of bonus levels with the Skill.<br />

The dialog for some Skills may have additional<br />

fields that are tailored to that Skill. For example,<br />

Knowledge Skill has a Type field with a dropdown<br />

list of Groups, People, Places, and Things that lets<br />

you identify the type of knowledge the Skill covers.<br />

For this Skill, choosing an item from that list<br />

might change the value shown in the Display field.<br />

Choosing People changes the Display field to CuK<br />

(Cultural Knowledge); choosing Places changes<br />

Display to AK (Area Knowledge); choosing Groups<br />

or Things leaves Display as KS. The item chosen<br />

from this list also changes the label for the field<br />

where you enter the field of knowledge to which the<br />

Skill applies.<br />

Some Skills (for example, Gambling, Survival,<br />

and Transport Familiarity) have categories and<br />

possibly subcategories as well. These categories and<br />

subcategories appear as ability-specific Adders in<br />

the Adders section of the dialog and are added and<br />

removed as described in the “Attaching Adders and<br />

Modifiers” section on page 12. Because categories<br />

and subcategories are implemented as Adders, you<br />

can purchase additional unlisted ones as Custom<br />

Adders.<br />

For Skills with subcategories, the cost of<br />

purchasing subcategories maxes out at the cost<br />

of the category under which they are listed.<br />

For example, the Card <strong>Games</strong> category for the<br />

Gambling Skill costs 2 points. It has 5 subcategories<br />

that cost 1 point each. Regardless of how many of<br />

the subcategories of Card <strong>Games</strong> are purchased,<br />

they will never cost more than a total of 2 points<br />

(the cost to purchase the category).<br />

There are also some Skills which do not have<br />

categories or subcategories in the HERO System<br />

Fifth <strong>Edition</strong> and HERO System Sixth <strong>Edition</strong> rules,<br />

but have been expanded in other HERO System<br />

books. For example, Computer Programming<br />

was expanded in Star <strong>Hero</strong> to feature a range of<br />

categories and subcategories. When you purchase<br />

such a Skill without selecting any categories or<br />

subcategories, <strong>Hero</strong> <strong>Designer</strong> uses the cost of the<br />

original version. Otherwise, it uses the costs of the<br />

expanded version.<br />

Finally, the Combat Driving and Combat<br />

Piloting Skills, as described in the HERO System<br />

Fifth <strong>Edition</strong> and HERO System Sixth <strong>Edition</strong><br />

rules, grant a free Transport Familiarity with an<br />

appropriate 1-point subcategory of vehicle. When<br />

you purchase Transport Familiarity with one of<br />

the appropriate subcategories, the total cost of<br />

the Transport Familiarity is reduced by 1 point to<br />

account for this.<br />

If the cost of a Skill as determined by <strong>Hero</strong><br />

<strong>Designer</strong> differs from what you think it should<br />

be because of house rules used in the character’s<br />

campaign, you can use a Custom Adder to adjust<br />

the cost. When you do so, you should edit “Custom<br />

Adder” to something appropriate.<br />

Skill Enhancers can also affect the cost of a Skill.<br />

Because <strong>Hero</strong> <strong>Designer</strong> implements Skill Enhancers<br />

using Lists, they are discussed in the “Skill and Perk<br />

Enhancers” section on page 29.<br />

CUSTOM SKILLS<br />

The previous section showed how you could edit<br />

an existing Skill’s Display field as a way to add a<br />

new Skill. Another method of adding new Skills is<br />

Custom Skills<br />

Custom Skill appears in the available item list on<br />

the right pane of the Skills tab. You can add it to a<br />

character like any other Skill.<br />

On the Custom Skill dialog, edit the Display<br />

field to indicate what you want the Skill to be<br />

called on the character sheet pane. Enter the full<br />

cost of the Skill using the value selector box in<br />

the Cost field and the Skill Roll using the value<br />

selector box in the Roll field. If the Skill does not<br />

LANgUAgE<br />

FAMILIARITy<br />

CHART<br />

<strong>Hero</strong> <strong>Designer</strong>, by default,<br />

does not use the Language<br />

Familiarity Chart from the<br />

HERO System Fifth <strong>Edition</strong><br />

and HERO System <strong>6th</strong><br />

<strong>Edition</strong> rules to calculate<br />

the cost of Languages.<br />

However, you can enable<br />

the use of this chart in<br />

the current campaign<br />

rules as described in the<br />

“Campaign Rules” section<br />

on page 36.<br />

When the Language<br />

Familiarity Chart is<br />

enabled, you must define<br />

a native language. If you<br />

do not do so, you will be<br />

penalized 1 point for not<br />

having at least a 1-point<br />

similarity with the first<br />

Language you purchase.


18 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

have a roll, enter 0. If the<br />

Skill uses categories and<br />

subcategories, enter them as<br />

Custom Adders, editing the<br />

name appropriately.<br />

The best use for Custom<br />

Skills is adding new Skills<br />

with an unusual cost<br />

structure. If a new Skill has<br />

the same cost structure as<br />

an existing Skill, it is best to<br />

use the method of editing<br />

the existing Skill’s Display<br />

field.<br />

Perks<br />

When you add a Perk<br />

to a character, the dialog<br />

for that Perk appears. In<br />

general, the dialogs for Perks are very simple and<br />

easy to fill out.<br />

The Display field shows the name of the Perk<br />

and is fully editable. The other fields on Perk dialogs<br />

are very straightforward. They are used for things<br />

such as setting the point value and roll (if any) for<br />

the Perk and providing additional details about the<br />

Perk (for example, the name of a Contact). Some,<br />

such as the Contact dialog, feature Perk-specific<br />

Adders used to provide additional information that<br />

affect the cost of the Perk. In a similar vein, the<br />

Fringe Benefit Perk uses Adders to represent each of<br />

the individual benefits that can be bought as part of<br />

the Perk. To add a benefit not listed, use a Custom<br />

Adder. For example, if the campaign has the Fringe<br />

Benefit “Sanctioned Superhero” that costs 3 points,<br />

you would add a Custom Adder worth 3 points to<br />

the Fringe Benefit dialog and edit “Custom Adder”<br />

to read “Sanctioned Superhero”.<br />

The Well-Connected Skill Enhancer also affects<br />

the cost of Perks. Because Well-Connected only<br />

affects Perks, <strong>Hero</strong> <strong>Designer</strong> actually considers it a<br />

Perk Enhancer. <strong>Hero</strong> <strong>Designer</strong> implements Skill and<br />

Perk Enhancers using Lists. They are discussed in<br />

the “Skill and Perk Enhancers” section on page 29.<br />

CUSTOM PERKS<br />

Custom Perks are similar to Custom Skills in<br />

that you use them to add new Perks. Custom Perk<br />

appears in the available item list on the right pane<br />

of the Perks tab. You can add it to a character like<br />

any other Perk.<br />

On the Custom Perk dialog, edit the Display<br />

field to indicate what you want the Perk to be called<br />

on the character sheet pane. Enter the full cost of<br />

the Perk using the value selector box in the Cost<br />

field and the roll associated with the Perk using the<br />

value selector box in the Roll field. If the Perk does<br />

not have a roll, enter 0.<br />

Talents<br />

In general, Talents are added just like any other<br />

ability. One exception to this is those Talents which<br />

do not have any additional options. Normally, such<br />

Talents are added automatically as though you had<br />

right-clicked on the Talent name. This ability can be<br />

disabled from the Preferences dialog as described<br />

in the “Application Preferences” section on page 33.<br />

If you are adding a Talent which features<br />

additional options, or you are editing a Talent, the<br />

dialog for that Talent appears.<br />

The dialogs for Talents are very similar to those<br />

for Skills and Perks and can range from the simple<br />

to the complex. For example, because the Danger<br />

Sense Talent behaves similarly to other Senses,<br />

its dialog features the full list of Adders that are<br />

normally available to Enhanced Senses.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 19<br />

Finally, a note should be made about the Combat<br />

Luck Talent. Because Combat Luck provides PD<br />

and ED that you may want to include in your<br />

Defense Talents, its dialog has a Totaling Options<br />

field. This field is described in the “Characteristics<br />

From Powers” section on page 21.<br />

CUSTOM TALENTS<br />

Custom Talents are similar to Custom Skills<br />

and Custom Perks in that you use them to add new<br />

Talents. Custom Talent appears in the available item<br />

list on the right pane of the Talents tab. You can add<br />

it to a character like any other Talent.<br />

On the Custom Talent dialog, edit the Display<br />

field to indicate what you want the Talent to be<br />

called on the character<br />

sheet pane. Enter the full<br />

cost of the Talent using<br />

the value selector box in<br />

the Cost field and the roll<br />

associated with the Talent<br />

using the value selector<br />

box in the Roll field. If the<br />

Talent has no roll, enter 0.<br />

Martial Arts<br />

The available item list<br />

on the Martial Maneuvers<br />

subtab of the Martial Arts<br />

tab contains all the Martial<br />

Maneuvers defined in both<br />

the HERO System Fifth<br />

<strong>Edition</strong> and HERO System<br />

Sixth <strong>Edition</strong> rules as well as<br />

The Ultimate Martial Artist<br />

(for HERO System Fifth<br />

<strong>Edition</strong>) and HERO System<br />

Martial Arts (for HERO<br />

System Sixth <strong>Edition</strong>). It also<br />

includes Weapon Element<br />

and +1 Damage Class(es)<br />

with both hand-to-hand<br />

and ranged Maneuvers.<br />

When you add a Maneuver<br />

from this list to a character, the appropriate dialog<br />

appears. For the hand-to-hand and ranged Martial<br />

Maneuvers, the dialog is similar to the one shown<br />

below for Offensive Strike.<br />

The Display field contains the name of the<br />

Maneuver. This field can be edited if the Maneuver<br />

has a different name in the martial style being<br />

entered. For example, if you were entering the<br />

Boxing style, you would edit “Offensive Strike” to<br />

instead read “Hook”.<br />

The Type field contains a dropdown list that lets<br />

you choose whether the Maneuver is used with an<br />

empty hand or with a weapon.<br />

The Phase, OCV, and DCV fields show how<br />

many phases the Maneuver<br />

takes to perform, its OCV<br />

modifier, and its DCV<br />

modifier.<br />

The Effect field shows<br />

the effect of the Maneuver.<br />

This includes damage and<br />

other effects. Damage and<br />

STR-based effects indicated<br />

in this field include the<br />

base effect of the character’s<br />

STR plus any extra Damage<br />

Classes that apply to the<br />

Maneuver. They do not,<br />

however, include the base<br />

weapon damage, which can<br />

vary widely<br />

The dialog for ranged<br />

Martial Maneuvers


20 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

also includes a Range field which indicates the<br />

additional OCV modifier for using the Maneuver<br />

at range.<br />

For +1 HTH Damage Class(es) and +1 Ranged<br />

Damage Class(es), the dialog simply lets you choose<br />

the number of extra damage classes you want<br />

to purchase for that type of maneuver. As noted<br />

earlier, these extra damage classes are automatically<br />

included in the effects for appropriate maneuvers.<br />

The Weapon Element dialog simply lets you<br />

specify which weapons a style applies to.<br />

To purchase an entire Martial Arts style,<br />

separately purchase each<br />

of the Martial Maneuvers<br />

as well as any Weapon<br />

Element that applies to<br />

that style. Any Weapon<br />

Familiarities, Knowledge<br />

Skills, or other Skills that<br />

might be listed as part of<br />

the style are purchased<br />

from the Skills tab.<br />

Lists are a good way to<br />

organize the Maneuvers<br />

and Weapon Elements<br />

of a given style. Lists are<br />

described in the “Working<br />

with Lists and Frameworks”<br />

on page 25.<br />

Also, because Martial<br />

Arts styles are often used<br />

over and over again in<br />

different characters. This<br />

makes them a prime<br />

candidate for placing<br />

in Prefabs. Prefabs are<br />

described in the “Prefabs<br />

And Package Deals” chapter<br />

on page 40.<br />

CUSTOM MANEUvERS<br />

Custom Maneuvers<br />

let you add new Martial<br />

Maneuvers. Custom<br />

Maneuver appears in the<br />

available item list on the<br />

right pane of the Martial<br />

Arts tab. You can add it<br />

to a character like any<br />

other Martial Maneuver.<br />

The Custom<br />

Maneuver dialog features<br />

several fields describing<br />

the new Maneuver. By<br />

default, these fields are<br />

set to the values for the<br />

Basic Strike Maneuver.<br />

The Display field<br />

indicates the name of<br />

the Maneuver. Edit it<br />

from “Basic Strike” to the<br />

name desired.<br />

The Cost field features a value selector box<br />

that lets you set the cost in Character Points for<br />

the Maneuver. You can either pick an appropriate<br />

cost based on the costs of existing Maneuvers or<br />

calculate the cost using the rules for creating new<br />

Maneuvers given in The Ultimate Martial Artist<br />

(for HERO System Fifth <strong>Edition</strong>) and HERO System<br />

Martial Arts (for HERO System Sixth <strong>Edition</strong>) .<br />

The Phase field contains a dropdown list from<br />

which you can select how long it takes to perform<br />

the Maneuver.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Using <strong>Hero</strong> <strong>Designer</strong> ■ 21<br />

The OCV, DCV, and<br />

Range fields each feature<br />

a value selector box for<br />

setting the OCV modifier,<br />

DCV modifier, and ranged<br />

OCV modifier for the<br />

Maneuver. If the new<br />

Maneuver is not ranged, set<br />

the Range field to -1.<br />

Finally, the Effect field<br />

describes the effects of the<br />

Maneuver. Edit it from<br />

“Strike” to appropriate text<br />

that describes the effect.<br />

If the effect of the new<br />

Maneuver would normally<br />

be affected by extra Damage<br />

Classes, you should include<br />

those Damage Classes in<br />

the text that you enter to<br />

keep it consistent with other<br />

Maneuvers.<br />

Powers<br />

The available item list<br />

on the right pane of the<br />

Powers tab includes all<br />

appropriate Powers described in the HERO System<br />

Fifth <strong>Edition</strong> or HERO System Sixth <strong>Edition</strong> rules.<br />

It also has entries for adding Characteristics, Skills,<br />

Perks, Talents as Powers as well as entries for<br />

Compound Powers, Naked Modifiers, and Custom<br />

Powers.<br />

When you add a Power to a character, the dialog<br />

for that Power appears. Because of the complexity<br />

of Powers, the dialog for each Power is different and<br />

there is no way that this manual can describe all<br />

of them. However, most of the fields on a Power’s<br />

dialog should be easy to figure out if you review<br />

the Power’s description in the appropriate HERO<br />

System rulebook.<br />

The following sections cover some of the areas<br />

that require additional information.<br />

CHARACTERISTICS FROM POWERS<br />

Many Powers (including Characteristics bought<br />

as Powers) add to a character’s Characteristics.<br />

For example, Armor and Force Field in HERO<br />

System Fifth <strong>Edition</strong> and Resistant Protection in<br />

HERO System Sixth <strong>Edition</strong> increase PD and ED,<br />

while Fifth <strong>Edition</strong> Growth adds to STR, BODY,<br />

and STUN and Sixth <strong>Edition</strong> Growth adds to STR,<br />

CON, PRE, PD, ED, BODY, STUN, and Running.<br />

The dialogs for such Powers (like the Resistant<br />

Protection dialog above) have a Totaling Options<br />

field which contains a dropdown list. Normally,<br />

this dropdown has three options: Add to Primary<br />

Value, Add to Secondary Value, and Do Not<br />

Add to Totals. The Add to Primary Value option<br />

adds Characteristics granted by that Power to the<br />

primary values for those Characteristics.<br />

The primary value is either the only value shown<br />

in the Totals column for that Characteristic on<br />

the Characteristics tab, or if a secondary value<br />

also exists, it is the value to the left of the / in that<br />

column. The primary value of a Characteristic is<br />

normally in effect at all times.<br />

The Add to Secondary Value option adds<br />

any Characteristics granted by the Power to the<br />

secondary values for those Characteristics. The<br />

secondary value will be shown to the right of the /<br />

in the Totals column for that Characteristic on the<br />

Characteristics tab. Normally, the secondary value<br />

of a Characteristic represents a value that is only<br />

in effect some of the time. For example, if you have<br />

Characteristics bought with the Only In <strong>Hero</strong>ic<br />

Identity Limitation, you would normally choose to<br />

have them added to the secondary value.<br />

The Do Not Add to Totals option does not add<br />

the Characteristics granted by the Power to any<br />

totals. These Characteristics only appear in the<br />

Power’s description on the character sheet pane.<br />

CHARACTERISTICS AS POWERS<br />

As well as the Totaling Options field discussed<br />

previously, the dialog for a Characteristic bought<br />

as a Power (including Running, Swimming,<br />

and Leaping which <strong>Hero</strong> <strong>Designer</strong> treats as<br />

Characteristics) also contains an Add Modifiers<br />

to Base Characteristics checkbox. If this box is<br />

checked, <strong>Hero</strong> <strong>Designer</strong> includes the value for<br />

the Characteristic from the Value column of the<br />

Characteristics tab when calculating the cost of any<br />

Modifiers attached to the Characteristic.<br />

For example, if a character has 13 INT in the<br />

Value column of the Characteristics tab and<br />

purchases an additional 10 INT as a Power with<br />

BUyINg SPD AS A<br />

POWER<br />

When purchasing SPD as<br />

a Power, it is important to<br />

note that you can only buy<br />

it in full increments of +1<br />

for 10 points. You cannot<br />

buy fractional SPD.<br />

If you are creating a<br />

character using a HERO<br />

System Sixth <strong>Edition</strong><br />

template, this is really not<br />

relevant. However, it does<br />

have some implications<br />

if you are a creating a<br />

character using a HERO<br />

System Fifth <strong>Edition</strong><br />

template.<br />

For example, suppose<br />

a character has a DEX<br />

of 13/25 and you want<br />

the character to have a<br />

SPD of 3/5. The primary<br />

SPD of 3 is bought on<br />

the Characteristics tab<br />

at a cost of 7 Character<br />

Points. This means that the<br />

secondary SPD has a base<br />

value of 4.5 (1 + 2.8 + .7)<br />

which, for all purposes, is<br />

treated as SPD 4. You need<br />

to buy another full point of<br />

SPD as a Power (and add<br />

it to the secondary value)<br />

with an Active Cost of 10<br />

points to get a secondary<br />

SPD of 5.<br />

Some HERO System Fifth<br />

<strong>Edition</strong> campaigns have<br />

a house rule that lets you<br />

buy fractional SPD as a<br />

Power. In such campaigns,<br />

you would only need to<br />

buy .5 SPD as a Power for<br />

an Active Cost of 5 points<br />

to raise the secondary<br />

SPD to 5. To do this in<br />

<strong>Hero</strong> <strong>Designer</strong>, you would<br />

purchase the full 1 point<br />

of SPD and then use a<br />

negative Custom Adder<br />

to reduce the Active Cost<br />

to simulate purchasing<br />

fractional SPD.


22 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

TARgETINg AND<br />

NONTARgETINg<br />

SENSES<br />

Sense-Affecting Powers<br />

like Flash and Invisibility<br />

have different costs for<br />

affecting Targeting and<br />

Nontargeting Senses.<br />

The HERO System Fifth<br />

<strong>Edition</strong> and HERO System<br />

Sixth <strong>Edition</strong> templates<br />

designate the following<br />

Senses as Targeting Senses:<br />

■ Active Sonar<br />

■ Infrared Perception<br />

■ Mind Scan<br />

■ Nightvision<br />

■ Normal Sight<br />

■ Radar<br />

■ Spatial Awareness<br />

■ Ultraviolet Perception<br />

Also, HERO System<br />

Fifth <strong>Edition</strong> templates<br />

designate the following as<br />

a Targeting Sense:<br />

■ N-Ray Perception<br />

The Sight Group is the<br />

only Targeting Sense<br />

Group. All other Senses<br />

and Sense Groups are<br />

Nontargeting.<br />

In campaigns with other<br />

Targeting Senses or<br />

Sense Groups, you must<br />

purchase Powers that affect<br />

those Senses or Sense<br />

Groups as affecting one of<br />

the above Targeting Senses<br />

or the Sight Group. You<br />

would then edit the sense<br />

name to reflect the desired<br />

Targeting Sense or Sense<br />

Group.<br />

In campaign where any of<br />

the Targeting Senses above<br />

or the Sight Group are<br />

Nontargeting, you must<br />

purchase Powers that affect<br />

those Senses as affecting<br />

one of the normally<br />

Nontargeting Senses or<br />

Sense Groups. You would<br />

then edit the name of the<br />

Sense or Sense Group<br />

appropriately.<br />

A more complete solution<br />

for changing Targeting<br />

Senses and Sense Groups<br />

is to create a custom<br />

character template. Details<br />

on creating and editing<br />

character templates can be<br />

found in the “Character<br />

Templates” chapter on<br />

page 43.<br />

Add Modifiers to Base Characteristics checked,<br />

any Modifiers that are added to the 13 INT bought<br />

as a Power will have their cost calculated as if<br />

bought on 13 INT (an effective Active Cost of<br />

13 points). The whole cost of such Modifiers is<br />

included in the cost of the Characteristic on the<br />

Powers tab.<br />

This technique can be used to apply Modifiers<br />

to just the base Characteristic value. For example,<br />

suppose a character has a 25 STR in the Value<br />

column of the Characteristics tab and you want to<br />

purchase a +1/2 Reduced Endurance Advantage<br />

to reduce it to an END cost of 0. You can do this<br />

by purchasing 0 STR as a Power, checking Add<br />

Modifiers to Base Characteristics, and attaching<br />

the Reduced Endurance Advantage.<br />

COMPOUND POWERS<br />

Compound Powers are two or more Powers<br />

attached together to form a single Power construct.<br />

Compound Powers can represent partially limited<br />

Powers, linked Powers in a Power Framework,<br />

and a variety of similar<br />

constructs. When you add<br />

a Compound Power, the<br />

Compound Power dialog<br />

appears.<br />

This dialog differs from<br />

most ability dialogs in<br />

that it displays a miniature<br />

version of the character<br />

sheet pane and features a<br />

different set of buttons.<br />

To add a Power to the<br />

Compound Power, click<br />

the Add button. A list of<br />

available Powers appears.<br />

Select the Power that you<br />

want to add from this list.<br />

The dialog for the selected<br />

Power appears. Fill out<br />

this dialog and attach<br />

Adders and Modifiers in<br />

the same way you would<br />

for any other Power. Click<br />

OK when you are done and the Power description<br />

appears on the Compound Power dialog.<br />

You can edit a Power in a Compound Power by<br />

highlighting it and either clicking the Edit button<br />

or pressing Enter.<br />

The Compound Power dialog also features<br />

Up-Arrow, Down-Arrow, and Insert buttons that<br />

work similarly to the corresponding buttons on the<br />

character sheet pane.<br />

Once you have entered all the Powers that are<br />

going to make up the Compound Power, click the<br />

OK button on the Compound Power dialog. The<br />

Compound Power will be added to the character<br />

sheet pane. The description of the Compound<br />

Power is made up of the descriptions of its<br />

component Powers separated by the word “plus”<br />

in bold. This is similar to the format used for such<br />

Power constructs in the HERO System Fifth <strong>Edition</strong><br />

and HERO System Sixth <strong>Edition</strong> rulebooks.<br />

The Active, Real, and END costs for a<br />

Compound Power are the sums of the Active,<br />

Real, and END costs of its<br />

component Powers. Note,<br />

however, that the Real<br />

Cost may be adjusted if the<br />

Compound Power is in a<br />

List or Framework.<br />

NAKED ADvANTAgES<br />

The Naked Advantages<br />

Power lets you enter Naked<br />

Advantages. To create a<br />

Naked Adder as described<br />

in the rulebook, use a<br />

Custom Power.<br />

When you add a Naked<br />

Advantage to a character<br />

from the available item<br />

list, the Naked Advantage<br />

dialog appears.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 23<br />

Like all Power dialogs, the Naked Advantage<br />

dialog includes a Name field where you can specify<br />

what the Naked Advantage is to be called.<br />

The Display field should be edited to identify<br />

the precise type of Naked Advantage and what<br />

the Advantage modifies. For example, if you were<br />

buying Autofire as a Naked Advantage that can be<br />

used with any firearm (to represent someone who<br />

can shoot any gun quickly), you might edit this field<br />

to read “Naked Advantage for All Firearms”.<br />

The Max. Base Cost field has a value selector<br />

box that specifies the Active Cost of the largest<br />

Power to which the Naked Advantage can apply.<br />

To specify the actual Naked Advantages<br />

that can be applied to another Power, click the<br />

Naked Modifiers… button and select the desired<br />

Advantages. The costs of these Advantages is based<br />

on the value specified in the Max. Base Cost field.<br />

This is the Active Cost of the Naked Advantage.<br />

To offer maximum flexibility, all Advantages are<br />

available as Naked Advantages.<br />

To attach an Advantage or Limitation which<br />

only applies to and affects the cost of the Naked<br />

Modifier, click the Add Modifiers… button and<br />

the add the Modifiers using the same procedure as<br />

adding a Modifier to any other ability.<br />

CUSTOM POWERS<br />

Custom Powers let you add new Powers to<br />

a character that aren’t defined in the current<br />

character template. You can also use them for<br />

Power constructs such as Naked Adders that cannot<br />

be added using other methods. You can attach<br />

Modifiers and Adders to a Custom Power.<br />

Custom Power appears in the available item list<br />

on the right pane of the Powers tab. You can add<br />

it to a character like any other Power. You can also<br />

add Custom Powers to Compound Powers.<br />

When you add a Custom Power, the Custom<br />

Power dialog appears. This dialog features a variety<br />

of options that let you give the details of the Power.<br />

The Display field lets<br />

you identify the Power. For<br />

example, when creating a<br />

character for a campaign<br />

that used, as a house rule,<br />

the HERO System Fourth<br />

<strong>Edition</strong> version of Instant<br />

Change, you would enter<br />

“Instant Change” in the<br />

Display field.<br />

The Base Cost field has<br />

a value selector box used to<br />

specify the Active Cost of<br />

the Custom Power.<br />

The Uses END<br />

checkbox determines<br />

whether or not END is<br />

calculated or specified.<br />

When checked, END is<br />

calculated like any other<br />

Power. When unchecked,<br />

the Define Custom END Column Output<br />

checkbox is available. Checking this box makes<br />

the END Column Output field available. In this<br />

field, you can enter the specific value or text that<br />

will appear in the END column for this Custom


24 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

DISADvANTAgES<br />

AND FIFTH EDITION<br />

TEMPLATES<br />

As mentioned in the<br />

section “Ability and<br />

Complications Tabs” on<br />

page 16, HERO System Fifth<br />

<strong>Edition</strong> uses the term<br />

Disadvantage instead of<br />

Complication and thus,<br />

Fifth <strong>Edition</strong> templates<br />

have a Disadvantages<br />

tab instead of a<br />

Complications tab.<br />

When the Normal<br />

Characteristic Maxima<br />

box is checked on the<br />

Characteristics tab (see<br />

the “Characteristics Tab”<br />

section on page 8) of a<br />

Fifth <strong>Edition</strong> template, the<br />

Normal Characteristic<br />

Maxima Disadvantage<br />

automatically appears on<br />

the character sheet pane<br />

of the Disadvantages<br />

tab. Similarly, when an<br />

age restriction is selected,<br />

the Age Disadvantage<br />

also appears on the<br />

Disadvantages tab. These<br />

Disadvantages can be<br />

moved up and down<br />

on the character sheet<br />

pane and sorted but they<br />

cannot be deleted, edited,<br />

cut, or copied. They only<br />

change when the setting<br />

on the Characteristics tab<br />

changes.<br />

Power. If neither the Uses<br />

END or Define Custom<br />

END Column Output<br />

checkboxes are checked, the<br />

Custom Power is displayed<br />

with an END value of 0.<br />

The other checkboxes,<br />

dropdown lists, and 0 point<br />

Adders let you specify<br />

properties of the Custom<br />

Power that are primarily<br />

used to determine the<br />

Modifiers that can be used<br />

with the Power.<br />

Complications<br />

Adding Complications<br />

to a character is very straightforward. When<br />

you add a Complication from those listed in the<br />

available item list, the dialog for that Complication<br />

appears.<br />

All Complication dialogs have a Display field<br />

that contains the name of the Complication. The<br />

other fields are usually either dropdown lists from<br />

which you choose the various factors that affect the<br />

Complication value or blank fields in which you<br />

provide additional details about the Complication.<br />

Occasionally, some Complication dialogs also use<br />

Adders and even Modifiers to specify information.<br />

If, for some reason such as house rules, you<br />

need to adjust the value of a Complication, attach a<br />

Custom Adder.<br />

The Active Points and Real Cost fields on the<br />

dialog indicate the value of the Complication. As<br />

you select options that affect this value, you will see<br />

these fields change to reflect these choices.<br />

When you have finished filling out the dialog,<br />

click the OK button. The Complication appears on<br />

the character sheet pane.<br />

The current campaign rules specify the<br />

maximum number of points in a given type of<br />

Complication you can add to a character. For details<br />

on setting campaign rules, see the “Campaign<br />

Rules” section on page 33.<br />

CUSTOM COMPLICATIONS<br />

Custom Complications let you add new<br />

Complications to a character. You might also use<br />

it for such things as Experience Points needed<br />

to balance a Powerful supervillain and Mystery<br />

Complications.<br />

Custom Complication appears in the available<br />

item list on the right pane of the Complications<br />

tab. You can add it to a character like any other<br />

Complication.<br />

The Display field should be edited to reflect<br />

the name of the new Complication (for example,<br />

Mystery Complication).<br />

The Points field has a value selector box used to<br />

set the value of the Complication.<br />

When using Custom Complication to represent<br />

a new Complication that has a cost based on several<br />

factors, you may want to set the Points field to 0<br />

and use Custom Adders to represent each factor<br />

and how much it is worth. Edit the name of each<br />

Custom Adder to reflect the factor it is representing.<br />

HERO System Fifth <strong>Edition</strong> templates use the<br />

term Custom Disadvantage rather than Custom<br />

Complication but otherwise<br />

the two are identical.<br />

Equipment<br />

Constructing equipment<br />

on the Equipment tab is<br />

similar to constructing<br />

Powers on the Powers tab.<br />

There are two significant<br />

differences.<br />

The first difference<br />

is that points spent on<br />

equipment are not included<br />

in the character’s point<br />

total. The equipment<br />

point total is, however,<br />

displayed above the<br />

character sheet pane.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 25<br />

The campaign rules, as<br />

described in the “Campaign<br />

Rules” section on page 36,<br />

may specify a maximum<br />

number of equipment<br />

points per character. The<br />

second difference is that<br />

abilities purchased on the<br />

Equipment tab have an<br />

Equipment Info section on<br />

their dialogs. This section<br />

lets you specify information<br />

about that particular piece<br />

of equipment.<br />

The Weight field<br />

specifies the weight<br />

of the item in either<br />

kilograms or pounds as<br />

set on the Preferences<br />

menu as described in the<br />

“Application Preferences”<br />

section on page 33.<br />

The Price field specifies<br />

the price of the item. The<br />

format of the Price field<br />

depends upon the current<br />

campaign rules as described<br />

in the “Campaign Rules”<br />

section on page 36.<br />

Finally, the Carried<br />

checkbox specifies if the<br />

item is carried by the<br />

character. When checked,<br />

the weight of the item is<br />

added to the weight of<br />

all other items carried by<br />

character. If this total is<br />

greater than the amount than the character can<br />

carry (based on the character’s STR), a warning<br />

appears.<br />

WORKINg WITH LISTS AND<br />

FRAMEWORKS<br />

Lists are used to organize abilities into groups on<br />

the character sheet pane. <strong>Hero</strong> <strong>Designer</strong> uses Lists<br />

to implement Frameworks as well as Skill and Perk<br />

Enhancers.<br />

Lists<br />

In their generic form, Lists can contain any item<br />

allowed on the tab. Items in a List are numbered 1),<br />

2), 3) and so on.<br />

Possible uses for Lists include Powers that share<br />

common Modifiers (for example, a powered armor<br />

character might put all the Powers that have the<br />

powered armor as a Focus in a List), Martial Arts<br />

styles, or Skills associated with specific training (for<br />

example, ninja training).<br />

CREATINg A LIST<br />

To create a new list, select New List… from the<br />

List menu on the character sheet menu bar.<br />

The New List dialog appears.<br />

ATTACHINg<br />

MODIFIERS<br />

TO LISTS AND<br />

FRAMEWORKS<br />

Modifiers on Lists and<br />

Frameworks can be<br />

divided into two groups:<br />

Common Modifiers and<br />

Private Modifiers.<br />

Common Modifiers<br />

apply to all items in a<br />

List or Framework as<br />

well as to the reserve of<br />

a Framework. To attach<br />

a Common Modifier,<br />

click the Add Common<br />

Modifier button on<br />

the List or Framework<br />

dialog.<br />

Private Modifiers apply<br />

only to the reserve of a<br />

Multipower or Variable<br />

Power Pool. They don’t<br />

affect slot costs. To<br />

attach a Private Modifier,<br />

click the Add MP-only<br />

Modifier button on a<br />

Multipower dialog or the<br />

Add VPP-only Modifier<br />

button on a Variable<br />

Power Pool dialog.<br />

When you add a<br />

Modifier of the same<br />

type as a Common<br />

Modifier to an item in<br />

a List or Framework,<br />

only the Modifier<br />

attached to the item is<br />

used. For example, if<br />

you have a Multipower<br />

with the Common OIF<br />

Limitation attached and<br />

add an OAF Limitation<br />

to a slot, only the OAF is<br />

applied to the slot’s cost.<br />

The Charges Modifier<br />

is an exception. When<br />

you attach Charges as a<br />

Common Modifier to a<br />

Multipower or Elemental<br />

Control, those Charges<br />

apply to the whole<br />

Framework; however,<br />

the Modifier only affects<br />

the Multipower reserve<br />

or the base cost of the<br />

Elemental Control. It<br />

does not affect slot costs.<br />

You can also attach<br />

Modifiers to a List<br />

or Framework by<br />

pasting them from<br />

another ability, List, or<br />

Framework as discussed<br />

in the “Copying, Cutting,<br />

and Pasting Modifiers”<br />

section on page 14.


26 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

ATTACHINg<br />

CUSTOM ADDERS<br />

TO LISTS AND<br />

FRAMEWORKS<br />

Adders on Lists and<br />

Frameworks can be<br />

divided into two groups:<br />

Common Adders and<br />

Private Adders.<br />

Common Adders apply<br />

to all items in a List<br />

or Framework as well<br />

as to the reserve of a<br />

Framework. They do not<br />

apply to the basic cost of a<br />

List. To attach a Common<br />

Adder, click the Common<br />

Adder button on the List<br />

or Framework dialog.<br />

Private Adders, on<br />

the other hand, apply<br />

only to the reserve of a<br />

Framework or to the basic<br />

cost of a List. They do not<br />

affect the cost of the slot<br />

at all, only the cost of the<br />

reserve or the basic List<br />

cost To attach a Private<br />

Adder, click the Private<br />

Adder button on the List<br />

or Framework dialog.<br />

These Adders are useful<br />

for simulating new Skill<br />

or Perk Enhancers. By<br />

placing the items to be<br />

affected by the simulated<br />

Enhancer in a List and<br />

applying a Private Adder<br />

of 3 and a Common Adder<br />

of -1 to that List, you can<br />

achieve the same effect as a<br />

standard Enhancer.<br />

Enter the name you want to give the List in<br />

the List Name field and attach any Modifiers and<br />

Custom Adders that you want to apply to the<br />

List. See the “Attaching Modifiers To Lists And<br />

Frameworks” sidebar and the “Attaching Custom<br />

Adders To Lists And Frameworks” sidebar on page<br />

26 for details on how Modifiers and Adders affect<br />

slots. Click OK and the List name appears on<br />

the character sheet pane along with the attached<br />

Modifiers. The location of the List on the character<br />

sheet pane is determined in the same way as adding<br />

an item to the character sheet described in the<br />

“Adding An Item” section on page 11.<br />

If you attempt to create a List inside another<br />

List or a Framework, a warning appears informing<br />

you that the new List will be placed outside of the<br />

selection. The new List appears after the existing<br />

List or Framework on the character sheet pane.<br />

Once you have created a List, you can edit its<br />

name, Modifiers, Adders, and attached notes by<br />

double-clicking on the END or Cost column next<br />

to the List name on the character sheet pane, by<br />

highlighting the List name and clicking the Edit<br />

button, or by right-clicking on the List name and<br />

selecting Edit from the pop-up menu.<br />

ADDINg ITEMS TO A LIST<br />

Adding items to a List or Framework is really<br />

just a specialized case of adding items to the<br />

character sheet pane described in the “Adding An<br />

Item” section on page 21.<br />

If no item is highlighted on the character sheet<br />

pane, a List is at the bottom of the character sheet<br />

pane, and the Insert button is set to Insert At End,<br />

the item added appears as the last item in the List.<br />

If the List name is highlighted and the Insert<br />

button is set to Insert After, the item added appears<br />

just after the List name as the first item in the List.<br />

If an item in the List is highlighted and the<br />

Insert button is set to either Insert After or Insert<br />

Before, the item being added appears just after or<br />

just before the highlighted item based on the setting<br />

of the Insert button.<br />

You can also move an item into a List from<br />

elsewhere on the character sheet pane by<br />

highlighting the item to be moved and using the<br />

Up-Arrow and Down-Arrow buttons to move the<br />

item into the List.<br />

When you add an item to a List, the List’s<br />

numbering is adjusted to include the new item.<br />

REMOvINg ITEMS FROM A LIST<br />

There are two ways to remove an item from a<br />

List or Framework: deleting it from the character<br />

entirely or by moving it out of the List.<br />

Deleting a List item entirely is just like deleting<br />

any other item on the character sheet pane. This<br />

process is described in the “Deleting An Item”<br />

section on page 11.<br />

To move an item out of a List, highlight the item<br />

and use the Up-Arrow and Down-Arrow buttons<br />

to move it elsewhere on the character sheet pane.<br />

When moving the last item in a List down, the first<br />

move down does not actually change the item’s<br />

position on the screen, it just takes it out of the List<br />

(removing the numbering and List Modifiers).<br />

When an item is removed from a List, the List’s<br />

numbering is automatically adjusted.<br />

DELETINg A LIST<br />

To delete a List or Framework, highlight the List<br />

name and either click the Delete button or press<br />

the Delete key. You can also delete a List by rightclicking<br />

on the List name and selecting Delete from<br />

the pop-up menu that appears or by clicking the<br />

Delete button on the List’s dialog when editing it.<br />

When you attempt to delete a List, a dialog<br />

appears prompting you for confirmation of the<br />

deletion. If you click Yes and there are no items<br />

in the List, the List name is removed from the<br />

character sheet pane. If you click Yes and there<br />

are items in the List, you are then prompted if you<br />

want to delete all items in the List. If you click Yes,<br />

the List name and all items in the List are removed.<br />

If you click No, just the List name is removed and<br />

the numbering from the List items is removed,<br />

making them the same as any item not in a List.<br />

Any Modifiers that were applied to the List items as<br />

a result of them being in the List are also removed<br />

and the cost of the items is recalculated. If you click<br />

Cancel, the deletion of the List is cancelled.<br />

If you have turned off deletion confirmation<br />

on the Preferences dialog as described in the<br />

“Application Preferences” section on page 33, you will<br />

not be prompted as to whether you want to delete<br />

the List, but you will still be prompted as to whether<br />

you want to delete all items in the List.<br />

Separators<br />

To add a blank line as a separator on the<br />

character sheet pane, select New Separator from<br />

the List menu on the character sheet menu bar.<br />

Because separators are handled internally as<br />

blank List names (although they cannot have items<br />

like Lists), the rules for adding a separator are the<br />

same as those for creating a List (see “Creating A<br />

List” on page 25). This means that you cannot add a<br />

separator in a List or Framework.<br />

Elemental Controls<br />

<strong>Hero</strong> <strong>Designer</strong> implements Elemental Controls<br />

in HERO System Fifth <strong>Edition</strong> templates as Lists.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 27<br />

Since HERO System Sixth <strong>Edition</strong> no longer includes<br />

Elemental Controls, this Framework is not available<br />

when using Sixth <strong>Edition</strong> templates.<br />

Once you have created an Elemental Control,<br />

the process of adding and removing items is exactly<br />

like that described for Lists in the previous section.<br />

To create an Elemental Control select New<br />

Elemental Control… from the Power Frameworks<br />

menu on the character sheet menu bar of the<br />

Powers tab.<br />

The New Elemental Control dialog appears.<br />

Enter the name that you want to assign to the<br />

Elemental Control in the Name field. When you<br />

want to give the Framework a name other than<br />

Elemental Control(for example, “EC”), edit the EC<br />

Name field to reflect this.<br />

The Base Points field has a value selector box<br />

used to set the base points of the Elemental Control.<br />

All Powers added to the Elemental Control must<br />

have an Active Cost of at least double that value.<br />

From this dialog, you can also attach any<br />

Modifiers and Custom Adders that you want to<br />

affect the entire Framework. See the “Attaching<br />

Modifiers To Lists And Frameworks” sidebar on<br />

page 25 and the “Attaching Custom Adders To Lists<br />

And Frameworks” sidebar on page 26.<br />

When you have finished filling out this dialog,<br />

click OK and the Elemental Control along with<br />

the attached Modifiers appears on the character<br />

sheet pane. The location of the Elemental Control<br />

is determined in the same way as adding an item<br />

to the character sheet described in the “Adding An<br />

Item” section on page 11.<br />

If you attempt to create an Elemental Control<br />

inside another Framework or a List, a warning<br />

appears informing you that the new Elemental<br />

Control will be placed outside of the selection. It<br />

appears after the existing Framework or List on the<br />

character sheet pane.<br />

Once an Elemental Control is created, you can<br />

edit its name, base cost, Modifiers, Adders, and<br />

attached notes by double-clicking on the Elemental<br />

Control on the character sheet pane, by highlighting<br />

the Elemental Control and clicking the Edit button,<br />

or by right-clicking on the Elemental Control and<br />

selecting Edit form the pop-up menu that appears.<br />

If you try to add a Power whose Active Cost<br />

is not at least twice the base cost of the Elemental<br />

Control, a warning appears informing you that the<br />

cost of that item will be raised to the minimum<br />

required. Similarly, if you try to add a Special Power<br />

or a Power that does not normally cost END, an<br />

appropriate warning appears informing you that<br />

adding the Power to an Elemental Control is not<br />

normally allowed. However, the Power is still added.<br />

You can set <strong>Hero</strong> <strong>Designer</strong> to allow Special<br />

Powers and Powers that do not normally cost END<br />

without warning or to explicitly forbid such Powers<br />

with campaign rules, as described in the “Campaign<br />

Rules” section on page 36.<br />

Multipowers<br />

Like Elemental Controls, <strong>Hero</strong> <strong>Designer</strong><br />

implements Multipowers as Lists. Once you have<br />

created a Multipower, the process of adding and<br />

removing items is exactly like that described for<br />

Lists in the “Lists” section on page 25.<br />

To create a Multipower, select New<br />

Multipower… from the Power Frameworks menu<br />

on the character sheet menu bar of the Powers tab.<br />

The New Multipower dialog appears.<br />

Enter the name that you want to assign to the<br />

Multipower in the Name field. If, for some reason,


28 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

you would like the Framework called something<br />

else on the character sheet pane (for example,<br />

“MP”), edit the Multipower Name field to reflect<br />

this.<br />

The Base Points field has a value selector box<br />

used to set the Multipower’s point reserve. All<br />

Powers added to the Multipower must have an<br />

Active Cost that is equal to or less than this value.<br />

From this dialog, you can also attach any<br />

Modifiers and Adders that you want to affect<br />

either the reserve or the entire Framework. See the<br />

“Attaching Modifiers To Lists And Frameworks”<br />

sidebar on page 25 and the “Attaching Custom Adders<br />

To Lists And Frameworks” sidebar on page 26.<br />

When you have filled out this dialog, click OK<br />

and the Multipower along with attached Modifiers<br />

appears on the character sheet pane. The location<br />

of the Multipower is determined in the same way as<br />

adding an item to the character sheet described in<br />

the “Adding An Item” section on page 11.<br />

If you try to create a Multipower inside another<br />

Framework or a List, a warning informs you that<br />

the new Multipower will be placed outside of the<br />

selection. The Multipower appears after the existing<br />

Framework or List on the character sheet pane.<br />

Once you have created a Multipower, you<br />

can edit its name, base cost, Modifiers, Adders,<br />

and attached notes by double-clicking on the<br />

Multipower on the character sheet pane, by<br />

highlighting the Multipower and clicking the Edit<br />

button, or by right-clicking on the Multipower and<br />

selecting Edit from the pop-up menu that appears.<br />

By default, all items added to a Multipower are<br />

created as fixed (in HERO System Sixth <strong>Edition</strong><br />

templates) or ultra (in HERO System Fifth <strong>Edition</strong><br />

templates) slots. To convert an item from a fixed<br />

slot to a variable (in HERO System Sixth <strong>Edition</strong><br />

templates) or multi (in HERO System Fifth <strong>Edition</strong><br />

templates) slot, edit the item (as described in the<br />

“Editing An Item” section on page 25) and uncheck<br />

the Fixed Slot (Sixth <strong>Edition</strong>) or Ultra Slot (Fifth<br />

<strong>Edition</strong>) box on the item’s dialog.<br />

If you attempt to add an Power whose Active<br />

Cost is greater than the Multipower’s reserve, a<br />

warning appears informing you that the Power<br />

will be added outside the Multipower. The Power<br />

appears on the character sheet pane after the last<br />

slot in the Multipower. Similarly, if you attempt to<br />

add a Special Power, a warning appears informing<br />

you that adding the Power to a Multipower is not<br />

normally allowed. However, the Power is still added.<br />

You can set <strong>Hero</strong> <strong>Designer</strong> to allow Special<br />

Powers or to explicitly forbid such Powers with<br />

campaign rules, as described in the “Campaign<br />

Rules” section on page 36.<br />

variable Power Pools<br />

Like Elemental Controls and Multipowers, <strong>Hero</strong><br />

<strong>Designer</strong> implements Variable Power Pools as Lists.<br />

Once you have created a Variable Power Pool, the<br />

process of adding and removing items is exactly<br />

like that described for Lists in the “Lists” section<br />

on page 25. However, items in a Variable Power Pool<br />

list are actually just sample Powers that can be built<br />

with the Pool and will be shown with a cost of 0,<br />

although the description of the item includes both<br />

the Active and Real Cost of the Power.<br />

To create a Variable Power Pool (VPP), select<br />

New Variable Power Pool… from the Power<br />

Frameworks menu on the character sheet menu bar<br />

of the Powers tab.<br />

The New Variable Power Pool dialog appears.<br />

Enter the name that you want to assign to the<br />

VPP in the Name field. If, for some reason, you<br />

would like the Framework called something else<br />

on the character sheet pane (for example, “VPP”),<br />

edit the VPP Name field to reflect this. The Type<br />

field identifies the type of the VPP. You can select<br />

Gadget Pool, Magic Pool, or Mimic Pool from the<br />

dropdown list or fill in the blank field with another<br />

type.<br />

The Pool Points field has a value selector box<br />

used to set the number of points in the Pool. This<br />

field determines how many Real Points of Powers<br />

the character can use at one time. For HERO System<br />

Fifth <strong>Edition</strong> templates, all sample Powers added to<br />

the VPP must have an Active Cost that is equal to<br />

or less than this value.<br />

The Control Cost field in HERO System Sixth<br />

<strong>Edition</strong> templates has a value selector box used to<br />

set the maximum Active Cost for all Powers in this<br />

VPP.<br />

From this dialog, you can also attach any<br />

Modifiers and Adders that you want to affect


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 29<br />

either the reserve or the entire Framework. See the<br />

“Attaching Modifiers To Lists And Frameworks”<br />

sidebar on page 25 and the “Attaching Custom Adders<br />

To Lists And Frameworks” sidebar on page 26.<br />

When you have filled out this dialog, click OK<br />

and the VPP along with the attached Modifiers<br />

appears on the character sheet pane. The location of<br />

the VPP is determined in the same way as adding<br />

an item to the character sheet described in the<br />

“Adding An Item” section on page 11.<br />

If you attempt to create a VPP inside another<br />

Framework or a List, a warning appears informing<br />

you that the new VPP will be placed outside of<br />

the selection. The VPP appears after the existing<br />

Framework or List on the character sheet pane.<br />

Once you have created a VPP, you can edit its<br />

name, type, pool points, Modifiers, Adders, and<br />

attached notes by either double-clicking on the<br />

VPP on the character sheet pane, by highlighting<br />

the VPP and clicking the Edit button, or by rightclicking<br />

on the VPP and selecting Edit from the<br />

pop-up menu that appears.<br />

If you try to add an Power whose Active Cost<br />

is greater than the value in Pool Points (for HERO<br />

System Fifth <strong>Edition</strong> templates) or in Control<br />

Cost (for HERO System Sixth <strong>Edition</strong> templates),<br />

a warning appears informing you that the Power<br />

will be added outside the VPP. The Power appears<br />

on the character sheet pane after the last slot in<br />

the VPP. Similarly, if you attempt to add a Special<br />

Power, a warning appears informing you that<br />

adding the Power to a VPP is not normally allowed.<br />

However, the Power is still added.<br />

You can set <strong>Hero</strong> <strong>Designer</strong> to allow Special<br />

Powers or to explicitly forbid such Powers with<br />

campaign rules, as described in the “Campaign<br />

Rules” section on page 36.<br />

Skill And Perk Enhancers<br />

While Skill and Perk Enhancers are implemented<br />

as a special form of List, their behavior is quite<br />

different from the other forms.<br />

To add a Skill Enhancer, select the desired<br />

Enhancer from the Skill Enhancer menu on the<br />

character sheet menu bar of the Skills tab.<br />

The chosen Enhancer appears on the character<br />

sheet pane on the appropriate tab. The location of<br />

the Enhancer is determined in the same way as<br />

adding an item to the character sheet described in<br />

the “Adding An Item” section on page 11.<br />

To add a Perk Enhancer, select the desired<br />

Enhancer from the Perk Enhancer menu on the<br />

character sheet menu bar of the Perks tab.<br />

If that character sheet pane contains any<br />

items affected by the Enhancer, those items are<br />

immediately moved into a list beneath the Enhancer<br />

and numbered appropriately. Any new Skills or<br />

Perks added after this point that are affected by the<br />

Enhancer are automatically added to this list.<br />

You can remove an Enhancer by selecting<br />

the Enhancer again from the Skill Enhancer or<br />

Perk Enhancer menu. The Skills or Perks in the<br />

Enhancer list are moved back into the normal list of<br />

Skills or Perks on the character sheet pane.<br />

You can delete both the Enhancer and the items<br />

in its list by highlighting the Enhancer and clicking<br />

the Delete button. You are prompted if you want to<br />

the delete the list. Click Yes. You are then prompted<br />

if you want to delete all items contained by the<br />

Enhancer. Click Yes to delete both the Enhancer<br />

and all items in its list. Click No to delete just the<br />

Enhancer. Click Cancel to cancel the deletion.<br />

If you have turned off the need for confirming<br />

deletions on the Preferences dialog as described<br />

in the “Application Preferences” section on page 33,<br />

you will not be prompted as to whether you want to<br />

delete the Enhancer, but you will still be prompted<br />

as to whether you want to delete all items in the list.<br />

As noted in the sidebar the “Attaching Custom<br />

Adders To Lists And Frameworks” sidebar on page<br />

26, you can use a combination of Lists and Custom<br />

Adders to simulate new Enhancers.<br />

When you select to use Skill Multipliers as<br />

described in the “Campaign Rules” section on page<br />

36, Skill Enhancers is replaced with Skill Multipliers<br />

on the character sheet menu bar of the Skills tab.<br />

The costs of Skills to which the Skill Multiplier<br />

applies are calculated as per the Background Skill<br />

Multiplier rules in the HERO System Fifth <strong>Edition</strong><br />

sourcebook The Ultimate Skill.<br />

WORKINg WITH MULTIPLE<br />

CHARACTERS<br />

<strong>Hero</strong> <strong>Designer</strong> lets you work on multiple<br />

characters at once. The Open Files menu shows the<br />

names of all currently active characters. For each<br />

character, it also lists the associated file name and<br />

a keyboard equivalent. New <strong>Hero</strong> is displayed for<br />

any new characters who do not yet have a name<br />

assigned to them. To change to another character,


30 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

select that character from the Open Files menu or<br />

type the character’s keyboard equivalent.<br />

By using the techniques described in the<br />

“Copying, Cutting, and Pasting” section on page 15,<br />

you can move or copy abilities from one character<br />

to another.<br />

When you choose to create a new character with<br />

one or more characters already loaded, the new<br />

character defaults to using the same template as the<br />

last character created or loaded.<br />

COMBAT RECORDS<br />

When you have one or more open characters,<br />

<strong>Hero</strong> <strong>Designer</strong> lets you create a combat record that<br />

summarizes some or all of the open characters.<br />

Combat records are often used to create SPD charts<br />

or single sheet character briefs for use during play.<br />

The exact format and contents of a combat<br />

record are determined by a combat record Export<br />

Format. Full instructions on creating and modifying<br />

combat record Export Formats are available in the<br />

“Export Formats” chapter on page 52.<br />

Exporting A Combat Record<br />

To create and export a combat record, select<br />

Combat Record Export… from the File menu.<br />

The Combat Record Character Selection dialog<br />

appears.<br />

You can also choose how you want these<br />

characters to be sorted. This is a two level sort.<br />

Select the first level sorting method from the<br />

Sort Characters By dropdown list and check the<br />

Ascending checkbox beside that list if you want<br />

the sort to be in ascending order as opposed to the<br />

default descending order. Select the second level<br />

sorting method from the Then By dropdown list<br />

and corresponding checkbox. You can choose to<br />

sort by Name, SPD, DEX, or Character Points.<br />

When you have selected the characters to be<br />

included and specified the sorting methods, click<br />

Done.<br />

The Select Export Template dialog appears<br />

showing a list of available combat record Export<br />

Formats. Click on a format name to choose a format<br />

and see its description. Click Select to assign that<br />

template to the character.<br />

Next, a standard file selector dialog appears.<br />

Choose the directory in which you want to save the<br />

exported file, enter the file name for the exported<br />

file in the File Name field and click Save. If the file<br />

name has no extension, the first extension in the<br />

list of acceptable extensions shown in the Files of<br />

Type field (specified by the combat record Export<br />

Format) is used by default.<br />

To print the exported combat record, load the<br />

exported file into the appropriate program and<br />

follow the instructions in that program for printing.<br />

You can also view, edit, or otherwise manipulate the<br />

combat record as desired.<br />

Previewing A Combat Record<br />

To preview a combat record in your default web<br />

browser (or other program associated with the<br />

extensions specified in the Export Format), select<br />

Preview Combat Record… from the File menu.<br />

Select the characters to be included, the sorting<br />

method to use, and the combat record Export<br />

Format to use.<br />

<strong>Hero</strong> <strong>Designer</strong> then launches your web browser<br />

(or other appropriate program) with your character<br />

loaded. Some Export Formats may not preview<br />

properly.<br />

SAvINg A CHARACTER<br />

To save the current character, select Save from<br />

the Current Character menu . A sub-menu appears<br />

with the following items: Save Character, Save<br />

Character As…, Save As Package Deal…, Save As<br />

Prefab…, and Save As Template…. If the character<br />

has not been previously saved or has not changed<br />

since it was last saved, the Save Character item will<br />

be grayed out.<br />

Selecting Save Character automatically saves the<br />

current character with the same file name and in<br />

the same directory as when it was last saved. Typing<br />

Ctrl-S is the same as selecting Current Character ><br />

Save > Save Character.<br />

Selecting Save Character As displays the Save<br />

Character file selector dialog. Choose the directory<br />

in which you want to save the character, enter the<br />

file name in the File Name field and click Save. The<br />

file is always saved with an .hdc extension. If you<br />

specify any other file extension, it is replaced with<br />

.hdc. Typing Alt-S is the same as selecting Current<br />

Character > Save > Save Character As….<br />

When a character is saved, the current character<br />

template, and the assigned image, if any, are also<br />

saved in the character file.<br />

You can also save all open files by selecting<br />

Save All Files from the File menu. This saves all<br />

currently open files with the same file names and in


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Using <strong>Hero</strong> <strong>Designer</strong> ■ 31<br />

the same directories as when they were last saved.<br />

If any of the currently open files have not been<br />

previously saved, the Save Character file selector<br />

dialog appears allowing you to specify a file name<br />

and directory for saving the character.<br />

For details on Save Character As Prefab…<br />

and Save Character As Package Deal…, see the<br />

“Prefabs And Package Deals” chapter on page 40. For<br />

details on Save Character As Template…, see the<br />

“Character Templates” chapter on page 43.<br />

CLOSINg A CHARACTER<br />

To close the current character, select Close<br />

Character from the Current Character menu<br />

or type Ctrl-W. If no changes have been made<br />

since the character was last saved, the character is<br />

simply closed. If changes have been made or the<br />

character has never been saved, you are prompted<br />

as to whether or not you want to save the character<br />

before closing it. If you select No, all changes made<br />

since the character was last saved are lost. If you<br />

select Yes, the character is saved as described in the<br />

previous section.<br />

You can also close all open files by selecting<br />

Close All Files from the File menu. As with Close<br />

Character, you will be prompted as to whether or<br />

not to save any new or changed characters before<br />

closing.<br />

If you exit <strong>Hero</strong> <strong>Designer</strong> without closing a<br />

character and that character was previously saved,<br />

the saved version of that character is automatically<br />

loaded when you next run the program.<br />

PREvIEWINg, ExPORTINg,<br />

AND PRINTINg A<br />

CHARACTER<br />

Once you have created your character, you can<br />

export it for printing, viewing, or editing with a web<br />

browser, text editor, word processor, or other such<br />

program. You can also preview the character before<br />

exporting it to see what the exported character will<br />

look like.<br />

To export and preview characters, <strong>Hero</strong><br />

<strong>Designer</strong> uses Export Formats as described in the<br />

“Export Formats” section on page 2. Full details<br />

on creating and modifying Export Formats are<br />

available in the “Export Formats” chapter on page 52.<br />

Setting The Export Format<br />

To set or change the Export Format associated<br />

with a character, select Export from the Current<br />

Character menu and then select Set Export<br />

Format… from the sub-menu that appears or type<br />

Ctrl+Alt-E. The Select Export Template dialog<br />

appears showing a list of available Export Formats.<br />

Click on a Export Format name to choose a format<br />

and see its description. Click Select to assign that<br />

Export Format to the character.<br />

Exporting And Printing A<br />

Character<br />

To export a character, select Export from the<br />

Current Character menu and then select Export<br />

to File… from the sub-menu that appears or<br />

type Ctrl-E. If no Export Format is set (either by<br />

explicitly setting an Export Format or by previously<br />

exporting or previewing the character), the Select<br />

Export Template dialog appears as described above<br />

to let you choose one. Next, a standard file selector<br />

dialog appears. Choose the directory in which you<br />

want to save the exported file, enter the file name<br />

for the exported file in the File Name field and click<br />

Save. If the file name has no extension, the first<br />

extension in the list of acceptable extensions shown<br />

in the Files of Type field (specified by the Export<br />

Format) is used by default.<br />

When the character has an image attached, you<br />

are prompted as to whether or not you want to<br />

include the image with the exported character (that<br />

is, save it in the same directory). If you choose to<br />

include the image, a standard file selector dialog<br />

appears. Enter the file name to use for the image in<br />

the File Name field and click Save. <strong>Hero</strong> <strong>Designer</strong><br />

can save the file in either JPG or GIF format based<br />

on the file extension you specify. If you do not<br />

specify a file extension, the image is saved with a<br />

.jpg extension. If you specify an extension other<br />

than .jpg or .gif, the image is saved in JPG format<br />

with that extension, but you will need to change the<br />

extension to .jpg to use the image.


32 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

When the character being exported has one or<br />

more abilities that are associated with other <strong>Hero</strong><br />

<strong>Designer</strong> files (as described in the “Associating<br />

Files” section on page 31), you are prompted as<br />

to whether or not you also want to export the<br />

associated files.<br />

To print an exported character, load the<br />

exported file into the appropriate program and<br />

follow the instructions in that program for printing.<br />

You can also view, edit, or otherwise manipulate the<br />

file as desired.<br />

Previewing A Character<br />

To preview a character in your default web<br />

browser (or other program associated with the<br />

extensions specified in the Export Format), select<br />

Export from the Current Character menu and<br />

then select Preview Character… from the submenu<br />

that appears or type Alt-E. If no Export<br />

Format has been set (either by previously exporting<br />

or previewing the character or by setting an Export<br />

Format as described in the “Setting the Export<br />

Format” section on page 31), the Select Export<br />

Template dialog appears as described above to let<br />

you choose one.<br />

<strong>Hero</strong> <strong>Designer</strong> then launches your web browser<br />

(or other appropriate program) with your character<br />

loaded. Some Export Formats, such as the one<br />

designed for use with the <strong>Hero</strong> <strong>Games</strong> discussion<br />

boards, do not preview properly.<br />

Printing To PDF<br />

In addition to printing using an Export Format,<br />

you can also print characters directly to PDF.<br />

To print the current character to a PDF file,<br />

select Print to PDF... from the Current Character<br />

menu. A standard file selector dialog appears. Enter<br />

the file name for the PDF file in the File Name field<br />

and click Save. If you do not specify a file extension,<br />

the file is saved with a .pdf extension. If you specify<br />

an extension other than .pdf, the image is saved in<br />

PDF format with that extension, but you may need<br />

to change the extension to .pdf to display the file. If<br />

the file is saved with a .pdf extension, that PDF file<br />

is displayed once it has been created.<br />

When printing to PDF, Export Formats are<br />

not used instead characters are always printed<br />

on character sheets resembling the blank sheets<br />

included in the HERO System rulebooks. Characters<br />

based on Fifth <strong>Edition</strong> templates are printed on<br />

the sheet from the Fifth <strong>Edition</strong> rulebooks and<br />

characters based on Sixth <strong>Edition</strong> templates<br />

are printed on the sheet from the Sixth <strong>Edition</strong><br />

rulebooks.<br />

You can see a PDF character sheet for a HERO<br />

System Sixth <strong>Edition</strong> character below.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Configuring <strong>Hero</strong> <strong>Designer</strong> ■ 33<br />

CONFIgURINg<br />

HERO DESIgNER<br />

As briefly described in the “Basic Concepts”<br />

chapter on page 2, there are two ways that<br />

you can tailor <strong>Hero</strong> <strong>Designer</strong> to work the<br />

way you want it to: applications preferences<br />

and campaign rules.<br />

APPLICATION<br />

PREFERENCES<br />

Application preferences let you change the<br />

way <strong>Hero</strong> <strong>Designer</strong> and its interface work. These<br />

changes do not affect the abilities available or the<br />

way that <strong>Hero</strong> <strong>Designer</strong> interprets the HERO System<br />

rules, but they may affect how those abilities are<br />

presented.<br />

To view or edit the current application<br />

preferences, select Preferences from the File menu.<br />

The Preferences dialog appears.<br />

The number of tabs on the Preferences dialog<br />

varies depending upon the current active character<br />

template. If no character template is currently active<br />

(that is, no characters are loaded) or a HERO System<br />

Sixth <strong>Edition</strong> character template is currently active,<br />

the Preferences dialog has five tabs: General,<br />

System, Display, Modifier Intelligence, and<br />

Prefabs. If a HERO System Fifth <strong>Edition</strong> character<br />

template is currently active, the Preferences dialog<br />

also has a Template tab.<br />

general Preferences<br />

The General tab of the Preferences dialog<br />

includes five settings that affect the behavior of<br />

<strong>Hero</strong> <strong>Designer</strong> when it starts. The screenshot below<br />

shows the default settings for this tab.<br />

The Restore window position on startup<br />

checkbox specifies whether or not the size and<br />

position of the main <strong>Hero</strong> <strong>Designer</strong> window are<br />

preserved when you exit the program and restored<br />

when you restart the program.<br />

The Remember dialog position and size<br />

checkbox specifies whether or not <strong>Hero</strong> <strong>Designer</strong><br />

uses the position and size of the previous dialog<br />

when displaying a new dialog.<br />

The Load characters on startup checkbox<br />

specifies whether or not <strong>Hero</strong> <strong>Designer</strong><br />

automatically loads characters that were still open<br />

when you last exited <strong>Hero</strong> <strong>Designer</strong>.<br />

The Load prefabs on startup checkbox specifies<br />

whether or not <strong>Hero</strong> <strong>Designer</strong> automatically loads<br />

prefabs that were still open when you last exited<br />

<strong>Hero</strong> <strong>Designer</strong>.<br />

The Tab Placement dropdown list lets you<br />

select where tabs are displayed for the main <strong>Hero</strong><br />

<strong>Designer</strong> window as well as any dialogs which use<br />

tabs. From this dropdown list, you can select to<br />

display tabs at the Top, Left, Bottom, or Right of<br />

the window or dialog.<br />

Finally, there is a slider which sets the amount of<br />

memory available for use with <strong>Hero</strong> <strong>Designer</strong>. <strong>Hero</strong><br />

<strong>Designer</strong> is optimized to use 64 MB of memory and<br />

while increasing the memory available can allow<br />

more characters and Prefabs to be open at once, it<br />

can also slow down the program. For this reason,<br />

changing the available memory from 64 MB is not<br />

recommended.<br />

System Preferences<br />

The System tab of the Preferences dialog<br />

includes settings which affect the overall operation<br />

of <strong>Hero</strong> <strong>Designer</strong>. The screenshot below displays the<br />

default settings for this tab.<br />

The Confirm deletions checkbox specifies<br />

whether or not <strong>Hero</strong> <strong>Designer</strong> prompts you for<br />

confirmation when you attempt to delete an item<br />

from the character sheet pane. When this box is<br />

unchecked, <strong>Hero</strong> <strong>Designer</strong> still prompts you as to<br />

whether or not you want to delete all items in a list<br />

or Framework.


34 ■ Configuring <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

The Warn on duplicate purchases checkbox<br />

specifies whether or not <strong>Hero</strong> <strong>Designer</strong> issues a<br />

warning when you attempt to purchase an ability<br />

that you have already purchased.<br />

The Use “Quick Assign” on abilities checkbox<br />

specifies whether you can add an ability at its base<br />

level without having that ability’s dialog displayed.<br />

When this box is not checked, you can still add<br />

these abilities without displaying their dialogs by<br />

right-clicking on the ability in the available item list.<br />

The Prompt to export image file when<br />

exporting character checkbox specifies whether<br />

or not <strong>Hero</strong> <strong>Designer</strong> prompts you to export an<br />

attached image file when exporting a character.<br />

When this box is not checked, <strong>Hero</strong> <strong>Designer</strong><br />

automatically exports the attached image file.<br />

The Refresh character template from file<br />

during load dropdown list describes how <strong>Hero</strong><br />

<strong>Designer</strong> handles loading a character whose<br />

character template has changed since the character<br />

was saved. There are three possible settings: Always,<br />

Prompt, and Never. When Always is selected, a<br />

changed character template is always refreshed<br />

from the original template file when a character<br />

is loaded. When Prompt is selected, the user is<br />

prompted as to whether or not to refresh a changed<br />

character template. When Never is selected, a<br />

changed character template is never refreshed from<br />

the original file.<br />

The Refresh campaign rules from file during<br />

load dropdown list describes the behavior of <strong>Hero</strong><br />

<strong>Designer</strong> whose attached<br />

campaign rules have<br />

changed since the character<br />

was saved. There are three<br />

possible settings: Always,<br />

Prompt, and Never. When<br />

Always is selected, changed<br />

campaign rules are always<br />

refreshed from the original<br />

campaign rules file when a<br />

character is loaded. When<br />

Prompt is selected, the user<br />

is prompted as to whether<br />

or not to refresh changed<br />

campaign rules. When<br />

Never is selected, a changed<br />

campaign rules are never<br />

refreshed from the original<br />

file.<br />

The Number of decimal<br />

places for rounding field<br />

specifies the number of<br />

digits <strong>Hero</strong> <strong>Designer</strong><br />

calculates to before<br />

rounding.<br />

The Character template<br />

directory, Default<br />

Campaign Rules directory,<br />

and Default Export<br />

Template directory fields<br />

specify the directories<br />

in which <strong>Hero</strong> <strong>Designer</strong><br />

will look for character<br />

templates, campaign rules, and Export Formats,<br />

respectively You can either enter directory names<br />

directly in the text boxes provided or you can use<br />

the Browse buttons to find the desired directories<br />

using a standard file selector.<br />

Finally, there are several fields which specify the<br />

default Export Formats to be used with the specified<br />

built-in character templates.<br />

Display Preferences<br />

The Display tab of the Preferences dialog<br />

includes six settings which affect how abilities are<br />

displayed on the character sheet pane and thus, how<br />

they are exported. The screenshot below shows the<br />

default settings for this tab.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Configuring <strong>Hero</strong> <strong>Designer</strong> ■ 35<br />

The Use strict Writers’ Guidelines compliance<br />

checkbox specifies whether or not <strong>Hero</strong> <strong>Designer</strong><br />

displays abilities in a format as close to that of<br />

the <strong>Hero</strong> <strong>Games</strong> Writers’ Guidelines as possible.<br />

Normally, <strong>Hero</strong> <strong>Designer</strong> displays additional<br />

information for some abilities and Modifiers.<br />

The Use metric units of measurement for<br />

character height and weight checkbox specifies<br />

whether or not <strong>Hero</strong> <strong>Designer</strong> uses metric<br />

measurements for entering and displaying the<br />

height and weight of a character as well as the<br />

weight of equipment. If this box is unchecked,<br />

English units are used instead.<br />

The Display Active Points on abilities (by<br />

default) checkbox specifies whether or not <strong>Hero</strong><br />

<strong>Designer</strong> defaults to automatically displaying the<br />

Active Points of any ability to which Modifiers have<br />

been attached. The Display Active Points checkbox,<br />

which normally appears on an ability’s dialog when<br />

you attach a Modifier is automatically checked.<br />

It can still be unchecked if you don’t want Active<br />

Points displayed for a particular ability.<br />

The Show Common Limitations in slots on<br />

Lists/Frameworks checkbox specifies whether or<br />

not <strong>Hero</strong> <strong>Designer</strong> displays Limitations which apply<br />

to all slots of a Framework or list on each slot.<br />

The Use Abbreviations (where available)<br />

checkbox specifies whether or not <strong>Hero</strong> <strong>Designer</strong><br />

will display commonly-used abbreviations for<br />

certain abilities or Modifiers. For example, DI<br />

is displayed instead of Density Increase. When<br />

the Use strict Writers’ Guidelines compliance<br />

checkbox is also checked, only those abbreviations<br />

allowed by the Writers’ Guidelines are included.<br />

The Show Popup definitions in selection lists<br />

checkbox specifies whether or not you can view an<br />

ability’s definition by simply moving your mouse<br />

over the ability’s name in a selection list.<br />

Note that changing these settings only affects<br />

those abilities added after the change is made. The<br />

change has no effect on abilities already added.<br />

Modifier Intelligence<br />

Preferences<br />

The Modifier Intelligence tab of the Preferences<br />

dialog has three checkboxes that define how<br />

<strong>Hero</strong> <strong>Designer</strong> handles Modifier intelligence. The<br />

screenshot below shows the default settings for<br />

these checkboxes.<br />

The Use ‘Modifier Intelligence’ checkbox<br />

specifies whether or not <strong>Hero</strong> <strong>Designer</strong> uses<br />

Modifier intelligence when determining what<br />

Modifiers can be attached to abilities. When this<br />

box is unchecked, Modifier intelligence is still used<br />

to separate out non-recommended Modifiers but<br />

these Modifiers are still available to be attached.<br />

Additionally, if this box is unchecked, the other two<br />

settings in this section are grayed out and have no<br />

effect.<br />

The Check Modifiers during ability edit<br />

checkbox specifies whether or not <strong>Hero</strong> <strong>Designer</strong><br />

examines all Modifiers attached to an ability for<br />

validity each time you edit that ability. When this<br />

box is unchecked, <strong>Hero</strong> <strong>Designer</strong> also does not<br />

check Modifiers for validity when a character is<br />

loaded. Additionally, if this box is unchecked, the<br />

Remove Modifiers which fail validity check setting<br />

is grayed out and has no effect.<br />

The Remove Modifiers which fail validity<br />

check checkbox specifies whether or not <strong>Hero</strong><br />

<strong>Designer</strong> automatically removes Modifiers that it<br />

does not consider valid for an ability.<br />

Prefabs Settings<br />

The Prefabs tab of the Preferences dialog<br />

includes two settings that deal with how <strong>Hero</strong><br />

<strong>Designer</strong> handles Prefabs. The screenshot below<br />

displays the default settings for this tab.<br />

The Show Powers Prefabs on the Equipment<br />

Tab checkbox specifies whether or not Powers<br />

stored in Prefabs are displayed on the Equipment<br />

tab as well as the Powers tab.<br />

The Show Equipment Prefabs on the Powers<br />

Tab specifies whether or not equipment stored in<br />

Prefabs is displayed on the Powers tab as well as the<br />

Equipment tab.<br />

Template Preferences<br />

When the currently active character template<br />

is a HERO System Fifth <strong>Edition</strong> template, the<br />

Preferences dialog also includes a Template tab.<br />

This tab displays a list of HERO System Fifth<br />

<strong>Edition</strong> sourcebooks and other sources from which<br />

<strong>Hero</strong> <strong>Designer</strong> Fifth <strong>Edition</strong> character templates<br />

draw the abilities available in various selection lists.<br />

When the checkbox for a source listed on this tab<br />

is checked, <strong>Hero</strong> <strong>Designer</strong> includes the abilities<br />

defined in that source. When the checkbox is<br />

HERO gAMES<br />

WRITERS’<br />

gUIDELINES<br />

The <strong>Hero</strong> <strong>Games</strong> Writers’<br />

Guidelines (available at<br />

www.herogames.com/get/<br />

WritersGuidelines.pdf)<br />

describe the format to be<br />

used when submitting<br />

character sheets and other<br />

write-ups for publication.<br />

When Use strict Writers’<br />

Guidelines compliance<br />

is selected, <strong>Hero</strong> <strong>Designer</strong><br />

displays and exports all<br />

abilities in a format as<br />

close as possible to the<br />

Writers’ Guidelines.<br />

This option works best<br />

with Export Formats that<br />

also follow the Writers’<br />

Guidelines. There are still<br />

a few idiosyncrasies in<br />

the Writers’ Guidelines<br />

that can’t be generated<br />

by <strong>Hero</strong> <strong>Designer</strong>. Thus,<br />

when submitting character<br />

sheets produced by <strong>Hero</strong><br />

<strong>Designer</strong> for publication<br />

by <strong>Hero</strong> <strong>Games</strong>, you<br />

should double check<br />

those sheets to ensure that<br />

they fully meet Writers’<br />

Guidelines requirements<br />

and edit them manually if<br />

they do not.


36 ■ Configuring <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

not checked, those abilities are not included. The<br />

screenshot below displays the default settings for<br />

this tab.<br />

When there are no characters loaded or the<br />

currently active character template is a HERO<br />

System Sixth <strong>Edition</strong> template, this tab does not<br />

appear on the Preferences dialog.<br />

CAMPAIgN RULES<br />

Almost every HERO System campaign operates<br />

under slightly different rules. Sometimes the<br />

difference is simply a matter of different point<br />

limits. Sometimes, it’s the use of Active Point limits.<br />

Other times, it’s the use of options listed in a HERO<br />

System rulebook or sourcebook. With all of these<br />

possibilities, it can sometimes be difficult to keep<br />

track of what limits and<br />

options are in use in a given<br />

campaign.<br />

To make this task easier,<br />

<strong>Hero</strong> <strong>Designer</strong> lets you<br />

create sets of campaign<br />

rules that you can assign<br />

to characters to enforce<br />

campaign-related options.<br />

Once you have defined a<br />

set of rules for a campaign,<br />

you can attach those<br />

rules to each individual<br />

character created for that<br />

campaign. If that character<br />

is then moved to another<br />

campaign, you can attach<br />

the campaign rules for<br />

that new campaign to<br />

the character and the old<br />

rules will be replaced. You<br />

can then ensure that the<br />

character is in line with the<br />

new campaign rules.<br />

To view or edit the campaign rules for the<br />

current character, select Campaign Rules from the<br />

Current Character menu and then select View/<br />

Edit Campaign Rules from the sub-menu that<br />

appears. The View/Edit Rules dialog appears.<br />

At the top of this dialog is the Ruleset Name<br />

field. When you are viewing or editing a set of<br />

campaign rules that was previously attached to<br />

the character, the name assigned to those rules is<br />

displayed in this field. When no campaign rules<br />

have been attached to the current character, this<br />

field is blank.<br />

When the current character is based on a HERO<br />

System Fifth <strong>Edition</strong> character template, the View/<br />

Edit Rules dialog has three tabs: Point Limits,<br />

Rules, and Settings. When the current character is<br />

based on a Sixth <strong>Edition</strong> template, the dialog also<br />

has a Characteristic Maxima tab.<br />

Point Limits Tab<br />

The Point Limits tab lets you specify a variety<br />

of point limits for a campaign. These point limits<br />

apply to all characters to which this set of rules is<br />

attached. The screenshot below shows the default<br />

values for this tab.<br />

For each point limit, you can select Ignore,<br />

Warn, or Do not allow from the associated<br />

dropdown list. If you select Ignore, <strong>Hero</strong> <strong>Designer</strong><br />

takes no action when the point limit is exceeded.<br />

If you select Warn, a warning is displayed when<br />

the point limit is displayed. If you select Do not<br />

allow, <strong>Hero</strong> <strong>Designer</strong> does not permit you to add<br />

any ability that would cause the point limit to be<br />

exceeded.<br />

Note that the screenshot is for HERO System<br />

Sixth <strong>Edition</strong> character templates; when the current<br />

character is based on a HERO System Fifth <strong>Edition</strong>


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Configuring <strong>Hero</strong> <strong>Designer</strong> ■ 37<br />

character template, the term “Disadvantage” or<br />

“Disad” is used in place of “Complication”.<br />

Characteristic Maxima Tab<br />

The Characteristic Maxima tab is only available<br />

when the current character is based on a HERO<br />

System Sixth <strong>Edition</strong> character template. This<br />

tab lets you specify the campaign maximum (if<br />

any) for each Characteristic. The maximum for a<br />

Characteristic represents the point where, when<br />

exceeded, the Characteristic begins to cost double.<br />

Rules Tab<br />

The Rules tab lets you implement several<br />

optional rules (such as the Language Familiarity<br />

Chart and cost multipliers) and alter how <strong>Hero</strong><br />

<strong>Designer</strong> interprets other rules. The screenshot<br />

below shows the defaults values for this tab for<br />

HERO System Sixth <strong>Edition</strong> character templates.<br />

Many of the rules on this tab are turned on or<br />

off by checking or unchecking the corresponding<br />

checkbox. For example, if you want to allow the<br />

use of the Standard Effect rule in your campaign,<br />

you would check the Standard Effect allowed<br />

checkbox.<br />

If the campaign uses the optional Skill Maxima<br />

rule, check the Use Normal Skill Maxima Limit<br />

checkbox and set the maximum Skill Roll value.<br />

Beyond this value, increasing a Skill Roll costs<br />

double. Similarly, if the optional Background<br />

Skill Multiplier rule is in use, check the Use Skill<br />

Multiplier check box.<br />

You can also use this tab to change how<br />

Characteristic Rolls and Skill Rolls are calculated<br />

by specifying different values for their bases and<br />

denominator. For example, if you want Skill Rolls<br />

to be calculated as 8+(CHAR/3) instead of as<br />

9+(CHAR/5), you would set the Skill Roll Base<br />

field to 8 and the Skill Roll Denominator field to 3.<br />

For other rules, there is a dropdown list to<br />

determine the action taken by <strong>Hero</strong> <strong>Designer</strong> in<br />

certain situations. These dropdown lists are similar<br />

to the ones described in the “Point Limits Tab”<br />

section on page 36. For example, you can set <strong>Hero</strong>


38 ■ Configuring <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

<strong>Designer</strong> not to react to linking different slots of<br />

a Power Framework by selecting Ignore from the<br />

Linking different slots of a Power Framework<br />

dropdown list.<br />

When the current character is based on a HERO<br />

System Fifth <strong>Edition</strong> character template, the Rules<br />

tab contains additional rules options for features<br />

like Elemental Controls and Figured Characteristics<br />

that are not part of the HERO System Sixth <strong>Edition</strong><br />

rules.<br />

Settings Tab<br />

The Settings tab includes a variety of additional<br />

settings that will be applied to characters to which<br />

this set of rules is attached. The screenshot below<br />

shows the defaults values for this tab.<br />

The Active Points per END field specifies<br />

how many Active Points of an endurance-using<br />

ability (except STR) cost 1 END to use. The Active<br />

Points per END (STR) does the same thing for<br />

STR. By default, both these fields are set to 10 for<br />

superheroic templates and to 10 and 5, respectively,<br />

for heroic and normal templates.<br />

When the Equipment Allowed checkbox is<br />

checked, the Equipment tab becomes available for<br />

all characters to which these campaign rules are<br />

attached. Additionally, when this box is checked,<br />

several equipment-related fields become available.<br />

The Monetary Units field lets you specify the<br />

symbol or string that represent monetary units in<br />

your campaign. For example, you might specify “$”<br />

for a modern Champions campaign, “GP” (for gold<br />

pieces) for a Fantasy <strong>Hero</strong> campaign, or “Cr” (for<br />

credits) for a Star <strong>Hero</strong> campaign.<br />

The Prepend unit string to value checkbox<br />

specifies where the symbol or string specified where<br />

the Monetary Units field should appear in relation<br />

to a monetary value. When this box is checked,<br />

the string or symbol appears before the value (for<br />

example, $1.00). When it is unchecked, the string or<br />

symbol appears after the value (for example, 1GP).<br />

The # CU per $1 field specifies the value of 1<br />

current monetary unit in the generic currency units<br />

used by <strong>Hero</strong> <strong>Designer</strong> to track prices. The $1 in<br />

this field’s name is altered based on the value of the<br />

Monetary Units field. For example, if Monetary<br />

Units is set to “GP” and the Prepend unit string to<br />

value checkbox is unchecked, the field name will be<br />

# CU per 1GP.<br />

The purpose of this value is to allow easy<br />

conversions between currency. For example,<br />

suppose an American GM creates a prefab full of<br />

modern day equipment with prices in American<br />

dollars and a # CU per $1 setting of “1” in the<br />

campaign rules. This GM then shares the prefab<br />

with a British GM who likes the prefab but would<br />

prefer the prices to be in British pounds. To<br />

accomplish this, the British GM simply sets the<br />

# CU per ₤1 field in his campaign rules to “1.57”<br />

(the current value of a British pound in American<br />

dollars). Thus, when adding equipment from<br />

the prefab to characters with these campaign<br />

rules attached, the prices<br />

of the equipment will<br />

automatically be displayed<br />

in British pounds.<br />

The decimal places field<br />

specifies how many decimal<br />

places will be displayed<br />

for monetary values. For<br />

example, for American<br />

dollars, you would likely set<br />

this field to “2”, yielding a<br />

display of $1.00, while for<br />

fantasy gold pieces, you<br />

would likely set this field<br />

to “0”, yielding a display of<br />

1GP.<br />

Finally, the Notes Tabs<br />

section allows you to add<br />

up to five additional tabs<br />

to the main <strong>Hero</strong> <strong>Designer</strong><br />

window. Each new tab is<br />

essentially one large text<br />

box in which information<br />

about the character not<br />

included on other tabs<br />

can be entered. To add a<br />

new tab, check the Enable<br />

checkbox for the tab and<br />

enter the desired title for<br />

the new tab in the Tab Title<br />

field. By default, the five


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Configuring <strong>Hero</strong> <strong>Designer</strong> ■ 39<br />

available new tabs are titled Notes 1, Notes 2, …<br />

Notes 5.<br />

It is important to note that information entered<br />

on these additional tabs will not be exported unless<br />

the Export Format selected specifically exports the<br />

information from those tabs.<br />

If the current character is based on a HERO<br />

System Fifth <strong>Edition</strong> character template, this tab<br />

will include two additional checkboxes which let<br />

you specify if NCM (Normal Character Maxima) is<br />

automatically applied to all characters and whether<br />

or not the NCM choice can be changed on a<br />

character by character basis. For more information<br />

on Normal Characteristic Maxima in HERO System<br />

Fifth <strong>Edition</strong>, see “Characteristic Maxima” on page 8.<br />

Saving Campaign Rules<br />

Once you have set up your campaign rules, you<br />

must save them before they have any effect.<br />

If you are modifying an existing set of campaign<br />

rules (other than the default rules), two buttons will<br />

be available on the View/Edit Rules dialog: Save<br />

and Save As….<br />

Clicking the Save button saves the campaign<br />

rules with the same name under which they were<br />

previously saved.<br />

Clicking the Save As… button launches a<br />

standard file selector. Choose the directory in which<br />

you want to save the character, enter the file name<br />

in the File Name field and click Save.<br />

In either case, the campaign rules are saved with<br />

a .hdr extension.<br />

When you are creating a new set of campaign<br />

rules, only the Save As… button is available.<br />

Once you have saved a set of campaign rules,<br />

those rules are automatically applied to the current<br />

active character. The status line at the bottom of<br />

the <strong>Hero</strong> <strong>Designer</strong> window is updated to show the<br />

name of the new campaign rules attached.<br />

To exit the View/Edit Rules dialog without<br />

saving the rules and applying them to the current<br />

active character, either click Cancel or close the<br />

dialog.<br />

Attaching Campaign Rules<br />

To A Character<br />

As mentioned in the previous section, when you<br />

save campaign rules, those rules are then attached<br />

to the current active character.<br />

To attach an existing set of campaign rules to<br />

the current active character, select Load Campaign<br />

Rules… from the Campaign Rules menu. A<br />

standard file selector dialog appears. Select the file<br />

containing the campaign rules you want to load and<br />

click Load Campaign Rules to load that file and<br />

apply the rules. The status line at the bottom of the<br />

<strong>Hero</strong> <strong>Designer</strong> window is updated to show the new<br />

of campaign rules as being attached.<br />

To attach the default HERO System campaign<br />

rules to the current active character, select Set to<br />

<strong>Hero</strong> System Default from the Campaign Rules<br />

menu. The default campaign rules are applied to the<br />

character and the status line is updated.


40 ■ Prefabs And Package Deals <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

PREFABS AND<br />

PACKAgE DEALS<br />

As briefly described in the “Basic Concepts”<br />

chapter on page 2, a Prefab is a <strong>Hero</strong><br />

<strong>Designer</strong> file that contains lists of abilities<br />

and Disadvantages that you want to make<br />

available for multiple characters to chose items<br />

from.<br />

Similarly, a Package Deal (also briefly described<br />

in the “Basic Concepts” chapter) is a <strong>Hero</strong> <strong>Designer</strong><br />

file containing a set of Characteristic modifications,<br />

abilities, and Complications (or Disadvantages<br />

for characters built on HERO System Fifth <strong>Edition</strong><br />

character templates) that can be added in total (that<br />

is, all items in the Package Deal are added) to any<br />

character.<br />

<strong>Hero</strong> <strong>Designer</strong> Package Deals are most<br />

commonly used for implementing Package Deals<br />

from HERO System Fifth <strong>Edition</strong> and Templates<br />

from HERO System Sixth <strong>Edition</strong>, which are the<br />

same concept with two different names.<br />

PREFABS<br />

Possible uses for Prefabs include Martial Arts<br />

styles, equipment lists, spell lists, lists of Everyman<br />

Skills, lists of common Complications, and so on.<br />

Basically, any time that you have a list of abilities or<br />

Disadvantages that you want to use with more than<br />

one character, you may find it useful to put those<br />

items in a Prefab.<br />

For details on sharing Prefabs and Package Deals<br />

with other users, see the “Sharing <strong>Hero</strong> <strong>Designer</strong><br />

Files” sidebar on page 3.<br />

Creating A Prefab<br />

To create a Prefab, select New Prefab from the<br />

File menu. A blank form similar to a character form<br />

appears. Unlike a character form, this form has no<br />

Background or Characteristics tabs, because the<br />

information on these tabs is not used in Prefabs.<br />

The Basic Info tab has two fields. In the Prefab<br />

Name field, enter the name of the Prefab. In the<br />

Created By field, enter your name, e-mail address,<br />

or other identifying information. The Created By<br />

field lets other users with whom you may share this<br />

Prefab know who created it.<br />

Using this character form, add the abilities and<br />

Complications that you to want to include in the<br />

Prefab. You do this in the same way that you add<br />

abilities and Complications to a character. Any<br />

abilities with costs that normally may depend upon<br />

a character’s point total (for example, the Follower<br />

and Vehicle & Bases Perks) have their costs<br />

calculated based on a point total of 0. When these<br />

abilities are added to a character from the Prefab,<br />

their costs are recalculated based on that character’s<br />

point total.<br />

You may find it handy to organize some of the<br />

items in the Prefab into lists because, as discussed in<br />

the “Using Prefabs” section on page 41, you can add<br />

an entire List or Framework from a Prefab with a<br />

single action.<br />

For example, if you were using Prefabs to store<br />

Martial Arts styles, you could do it in one of two<br />

ways. You could create a separate Prefab for each<br />

style or you could create one Prefab that contained<br />

all the styles. When using the latter method, you<br />

would create a List for each style and put all the<br />

Martial Maneuvers for that style in the List.<br />

As another example, suppose you were creating a<br />

Prefab for a Package Deal that gives you a choice of<br />

one of three particular Skills. In this case, you might<br />

put those Skills in a List named “Choose one of”.<br />

Once you have entered all the items that you<br />

want to include in the Prefab, it is time to save<br />

the Prefab. This is just like saving a character, as<br />

described in the “Saving A Character” section on<br />

page 30, except that the sub-menu of the Save item on<br />

the Current Prefab menu contains Save Prefab and<br />

Save Prefab As instead of Save Character and Save<br />

Character As. By default, the name of the Prefab


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Prefabs And Package Deals ■ 41<br />

file will be the same as the name of the Prefab. The<br />

Prefab file is saved with a .hdp extension.<br />

CREATINg A PREFAB FROM A CHARACTER<br />

As an alternative, you can create a Prefab from a<br />

character. To do so, simply create or load a character<br />

that has the abilities and Complications you want<br />

to include in the Prefab. Note that anything on the<br />

Basic Info, Background, and Characteristics tabs<br />

will not be included in the Prefab.<br />

To turn this character into a Prefab, select Save<br />

from the Current Character menu and then Save<br />

As Prefab… from the sub-menu that appears or<br />

type Alt-P. The Save As Prefab dialog appears<br />

prompting you to enter the name for the Prefab.<br />

This is not the name of the file that is going to<br />

contain the Prefab but rather the name that will<br />

be used to refer to the Prefab in the Prefab menu.<br />

Enter the Prefab name and click OK. A standard<br />

file selector dialog appears. Choose the directory<br />

in which you want to store the Prefab file and enter<br />

the desired name for the file in the File Name field<br />

and click Save. The Prefab file is saved with a .hdp<br />

extension.<br />

Loading And Unloading<br />

Prefabs<br />

To load a Prefab, select Load Prefabs… from<br />

the Prefabs menu or type Ctrl-L. A standard file<br />

selector dialog appears. Select the file containing the<br />

Prefab you want to load and click Load Prefab. The<br />

selected Prefab is loaded and will remain loaded<br />

until it is explicitly unloaded. If you exit <strong>Hero</strong><br />

<strong>Designer</strong> with one or more Prefabs loaded, those<br />

Prefabs will be loaded automatically when you<br />

next restart the program (unless you have specified<br />

otherwise on the Preferences dialog as described in<br />

the “Application Preferences” section on page 33).<br />

To unload a Prefab, go to the Prefabs menu and<br />

move the mouse down to Unload Prefab. A list of<br />

currently loaded Prefabs appears to the right of the<br />

menu. Click on the name of the Prefab you want to<br />

unload and that Prefab is unloaded.<br />

Using Prefabs<br />

Once you have loaded one or more Prefabs, you<br />

can add any of the abilities or Complications in<br />

those Prefabs to any active character.<br />

To see the list of available items in the loaded<br />

Prefabs that you can add to a given tab’s character<br />

sheet, select that tab and then select the Prefabs<br />

subtab on the right pane. If the loaded Prefabs do<br />

not contain any items that can be added on that tab,<br />

the available item list is empty. Otherwise, you will<br />

see the list of items in the Prefab that can be added<br />

on the current tab.<br />

The Prefab item list is shown in tree format with<br />

folders being used to represent both Prefabs and<br />

Lists within the Prefabs. For example, suppose you<br />

had a Prefab named Science Skills that contained a<br />

collection of various science skills. With this Prefab<br />

loaded, the first time you look at the Prefabs subtab<br />

of the Skills tab, you would see the following:<br />

As you can see from the screenshot, it just shows<br />

a folder for the entire Prefab. You can open and<br />

close this or any other folder by clicking on the<br />

symbol to the left of the folder icon. After opening<br />

this folder, the Prefabs subtab looks like this:<br />

You can now add any item from the Prefabs<br />

subtab in the same way as you would add any other<br />

item (see “Adding An Item” on page 11). However,<br />

no dialog appears when you add an item from a<br />

Prefab. Items in Prefabs include any name, options,<br />

Modifiers, Adders, or notes set for the item when it<br />

was originally added to the Prefab.<br />

Editing A Prefab<br />

Occasionally, you will find that you need to<br />

go back and edit a Prefab. Usually, this is either<br />

to correct an error or to add new abilities or<br />

Complications.<br />

To edit a Prefab, select Open Prefab… from the<br />

File menu. A standard file selector dialog appears.<br />

Select the file containing the character you want to<br />

load and click Open Prefab to load that file as well<br />

as the associated character template and campaign<br />

rules.<br />

Make the desired changes to the Prefab’s<br />

contents and save the Prefab as described in the<br />

“Creating A Prefab” section on page 40.


42 ■ Prefabs And Package Deals <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

PACKAgE DEALS<br />

In some ways, Package Deals are similar to<br />

Prefabs in that they are collections of items that<br />

can be added to any <strong>Hero</strong> <strong>Designer</strong> character.<br />

However, unlike Prefabs, which essentially provide<br />

lists of items for users to choose individual items<br />

from, Package Deals are applied in whole to a<br />

character. Package Deals are particularly useful for<br />

representing things like professions, cultures, and<br />

fantasy or alien races and other groups represented<br />

by Package Deals (in HERO System Fifth <strong>Edition</strong>) or<br />

Templates (in HERO System Sixth <strong>Edition</strong>).<br />

Creating Package Deals<br />

To create a Package Deal, you create a<br />

character with the Characteristics, abilities, and<br />

Disadvantages that a basic character with that<br />

Package Deal would have. Next, load any Prefabs<br />

that you want included as part of the Package Deal.<br />

Prefabs in Package Deals are useful for representing<br />

lists of abilities that can be chosen from.<br />

For example, many HERO System Package Deals<br />

and Templates include lists like “Choose two of the<br />

following skills”. Such lists are best implemented<br />

as Prefabs that will be stored as part of the Package<br />

Deal.<br />

Finally, to save that character as a Package Deal,<br />

select Save from the Current Character menu and<br />

then select Save As Package Deal … from the submenu<br />

that appears. The Enter Package Deal Name<br />

dialog appears prompting you to enter the name<br />

for the Package Deal. This is not necessarily the<br />

name of the file that is going to contain the Package<br />

Deal but rather the name of the deal itself. Enter<br />

the Package Deal name and click OK. A standard<br />

file selector dialog appears. Choose the directory in<br />

which you want to store the Package Deal file and<br />

enter the desired name for the file in the File Name<br />

field and click Save. If you have any Prefabs loaded,<br />

you are prompted as to whether or not you want<br />

those Prefabs saved as part of the Package Deal. The<br />

Package Deal file is saved with a .hpk extension.<br />

It should be noted here that the Characteristics<br />

entered when creating a Package Deal are those of<br />

a basic character that has that deal. That is, the only<br />

differences in Characteristics from the base values<br />

are those that are a result of that deal.<br />

For example, if a Package Deal gives +2 STR,<br />

you should enter 12 in the Value field for STR on<br />

the Characteristics tab When this deal is applied (as<br />

described in the next session) to a character, <strong>Hero</strong><br />

<strong>Designer</strong> adjusts each Characteristic’s Value field by<br />

the difference between that Characteristic’s Value<br />

and Base fields in the Package Deal.<br />

Applying Package Deals<br />

To apply a Package Deal to a character,<br />

select Apply Package Deal… from the Current<br />

Character menu. The Apply Package Deal file<br />

selector appears. Select the Package Deal you want<br />

to apply and click Apply Package Deal.<br />

When a Package Deal is applied, the current<br />

character’s Characteristics are adjusted as<br />

described in the previous section and any abilities<br />

or Complications in the Package Deal are added<br />

to the character. In addition, any Prefabs that<br />

were included in the Package Deal will be loaded,<br />

allowing to select items from those Prefabs to add<br />

to the character.<br />

Editing Package Deals<br />

Currently, <strong>Hero</strong> <strong>Designer</strong> does not provide any<br />

method for editing Package Deals. However, if<br />

you save the “character” you are using as the basis<br />

for your Package Deal as a character (with a .hdc<br />

extension) before you save it as a Package Deal, you<br />

can reload that character , edit it, and then resave it<br />

as both a character and as a Package Deal (using the<br />

same file names as when you first saved them). You<br />

have then effectively edited your Package Deal.


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Character Templates ■ 43<br />

CHARACTER<br />

TEMPLATES<br />

As briefly described in the “Basic Concepts”<br />

chapter on page 2, character templates are<br />

XML (Extensible Markup Language) files<br />

that define various aspects of the rules used<br />

to build HERO System characters. This includes<br />

the points available to build a character as well as<br />

a complete list of Characteristics, abilities (Skills,<br />

Powers, Perks, and so forth), Complications (or<br />

Disadvantages), and Modifiers (Advantages and<br />

Limitations) along with their costs.<br />

Because the character template also defines<br />

exactly what options are available for abilities and<br />

Modifiers as well as the relationships between<br />

different abilities and Modifiers, you can change<br />

how <strong>Hero</strong> <strong>Designer</strong> interprets the HERO System<br />

rules by creating custom versions of the standard<br />

templates. This chapter provides an overview of the<br />

structure and format of character templates so that<br />

you can create your own by either editing a copy of<br />

one of the standard templates or creating your own<br />

template from scratch. See the “Copies Of Standard<br />

Character Templates” sidebar for more information<br />

about copies of the standard templates.<br />

There are two methods for creating a character<br />

template: saving a character as a template and<br />

creating a character template from scratch.<br />

SAvINg A CHARACTER AS<br />

A TEMPLATE<br />

When your template does not involve making<br />

any changes to the standard HERO System rules,<br />

it is easiest to create it by saving a character as a<br />

template. For example, if all the characters in a<br />

given campaign will be created using the same<br />

campaign rules, have the same Everyman Skills, and<br />

have a common set of campaign-specific Perks and<br />

Complications, you may want to use this method to<br />

create a character template that can then be used to<br />

create all characters for that campaign.<br />

To do so, create a new character with the<br />

desired starting Characteristics, abilities, and<br />

Complications.<br />

Next, assign the desired set of campaign rules<br />

(if any) and load any prefabs you want to have<br />

available to all characters built with the template.<br />

Finally, select Save from the Current Character<br />

menu and then select Save Character As<br />

Template... from the sub-menu that appears. The<br />

Enter Template Name dialog appears prompting<br />

you to enter the name for the character template.<br />

This is not necessarily the name of the file that is<br />

going to contain the template but rather the name<br />

of the template itself. Enter the template name and<br />

click OK. A standard file selector dialog appears.<br />

Choose the directory in which you want to store the<br />

character template file and enter the desired name<br />

for the file in the File Name field and click Save.<br />

If you have any prefabs loaded, you are<br />

prompted as to whether or not you want those<br />

prefabs saved as part of the template. The character<br />

template file is saved with a .hdt extension.<br />

You may also want to save the “character” you<br />

used to created the character template as a character<br />

file (with a .hdc extension), so that if you want<br />

to make changes to the template, you can edit<br />

the saved character then resave it as a character<br />

template.<br />

Creating A Template From<br />

Scratch<br />

If you want to create a character template that<br />

requires changes to the standard HERO System<br />

rules, you should consider creating a new custom<br />

character template from scratch.<br />

You can edit or create a character template<br />

using any standard text editor such as the Notepad<br />

application on Windows systems or the VI editor on<br />

Linux and UNIX systems. Once you have finished<br />

editing or creating a template, be sure to save the<br />

template with a .hdt extension. Only files with a .hdt<br />

extension are recognized as character templates.<br />

While the following sections describe the<br />

structure of a character template and define the<br />

containers and attributes used in the template, a<br />

greater understanding can be obtained by viewing<br />

the copies of the standard templates provided, so<br />

you can see how these items are actually used.<br />

COPIES OF<br />

STANDARD<br />

CHARACTER<br />

TEMPLATES<br />

You can get copies of the<br />

standard <strong>Hero</strong> <strong>Designer</strong><br />

character templates by<br />

extracting the .hdt files<br />

from the HDv3.jar file<br />

using WinZip or a similar<br />

program for unzipping<br />

archives. This is best done<br />

in a directory other than<br />

the <strong>Hero</strong> <strong>Designer</strong> install<br />

directory.<br />

As an alternative, you can<br />

send an e-mail message<br />

to support@herodesigner.<br />

com and ask for the latest<br />

version of the templates.


44 ■ Character Templates <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

CUSTOM<br />

TEMPLATES<br />

FROM PREvIOUS<br />

vERSIONS<br />

Due to the redesign of<br />

how character templates<br />

work, it is strongly<br />

recommended that you not<br />

use any <strong>Hero</strong> <strong>Designer</strong> v1<br />

custom templates. <strong>Hero</strong><br />

<strong>Designer</strong> v2 templates<br />

should work without<br />

problem if they were<br />

created as extensions to<br />

the built-in templates.<br />

Templates for HERO<br />

System Fifth <strong>Edition</strong><br />

characters may need<br />

editing before being used<br />

with HERO System Sixth<br />

<strong>Edition</strong> characters.<br />

The Hierarchical Structure of<br />

Character Templates<br />

<strong>Hero</strong> <strong>Designer</strong> character templates use a<br />

hierarchical structure. That is, one character<br />

template can be defined as an extension of another<br />

template. When a character template is defined<br />

in this way, it need only describe the differences<br />

between it and the other template. Such templates<br />

are called extension templates.<br />

The standard templates are all defined in this<br />

manner. They are extensions of the built-in Main.<br />

hdt template.<br />

It is recommended that you create a custom<br />

template as an extension template based on an<br />

existing built-in template. This ensures not only that<br />

all users of the custom template have the template<br />

on which it is based but that you need only define<br />

the differences from the built-in template. This<br />

latter benefit means not only less work for you but<br />

makes it much easier for another user to understand<br />

what is customized in the template. Finally, if the<br />

built-in template is updated, those changes are<br />

automatically inherited by the extension template.<br />

For more information on creating extension<br />

templates, see the “Creating Extension Templates”<br />

on page 50.<br />

xML Basics<br />

As noted earlier, character templates use XML.<br />

An XML document is comprised of “containers”.<br />

Containers have the form:<br />

<br />

<br />

<br />

<br />

Each container begins with an opening tag (such<br />

as and ) and ends<br />

with a corresponding closing tag (such as <br />

and ). As a shorthand for<br />

containers that do not contain anything, you can<br />

use the following format:<br />

<br />

Note the / before the closing >. That ends the<br />

empty container.<br />

As you can see from the basic format shown<br />

above, containers may contain other containers.<br />

This nesting structure can go as deeply as you want.<br />

Additionally, containers can have attributes. An<br />

attribute is a simple name/value pair. The name of<br />

the attribute must be unique within the tag. The<br />

value of the attribute must be surrounded by double<br />

quotes.<br />

Finally, all names in XML are case-sensitive, so<br />

TAGNAME is a different name from TagName.<br />

Structure Of A Character<br />

Template<br />

The basic structure of a <strong>Hero</strong> <strong>Designer</strong> character<br />

template is as follows:<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

…<br />

<br />

<br />

Each of these containers defines a major section<br />

of the template. These sections are discussed later in<br />

this chapter.<br />

COMMON ATTRIBUTES<br />

The following attributes are used throughout<br />

character templates:<br />

XMLID: All items defined in the template<br />

should have this attribute. Its value can be<br />

any string, but the string must be unique<br />

within the item’s context. For example, if<br />

you’re defining a Modifier, the XMLID must<br />

be unique within the context of all Modifiers.<br />

There are cases where you may want to<br />

repeat a given XMLID (that is, have it not<br />

be unique), such as when you want a new<br />

Modifier to replace an existing one.<br />

Items which have unique containers (such<br />

as ACROBATICS or ABSORPTION)<br />

automatically have an XMLID which is the<br />

same as the container name.<br />

DISPLAY: This attribute specifies the initial<br />

display value for the item. Any string value<br />

can be used here. Usually, this is the name of<br />

the item.<br />

BASECOST: The cost or value for the item. For<br />

example, for Powers, this is the base cost to<br />

purchase the Power. For Modifiers, it is the


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Character Templates ■ 45<br />

value of the Modifier. Any decimal value can<br />

be inserted here (positive or negative).<br />

MINCOST: This attribute specifies the<br />

minimum cost or value for the item.<br />

MAXCOST: This attribute specifies the<br />

maximum cost or value for the item.<br />

LVLCOST: This attribute specifies the cost to<br />

increase a level with the item. Any decimal<br />

value can be used here. For example, most<br />

standard Skills have a LVLCOST of 2, that is,<br />

it costs 2 points to add a +1 to the Skill Roll.<br />

LVLVAL: This attribute specifies the value of<br />

increasing a level. For example, in HERO<br />

System Sixth <strong>Edition</strong>, STUN increases (by<br />

default) 2 points for every Character Point.<br />

The template represents this as<br />

LVLCOST=“1” LVLVAL=“2”. Any integer<br />

value can be used here.<br />

LVLPOWER: This attribute is used for “Powerbased”<br />

items. If you want an ability to<br />

increase by 2x for each level, you would use<br />

this tag, setting its value to “2”. Any integer<br />

value can be used here.<br />

LVLMULTIPLIER: This attribute, if present,<br />

causes the levels to be multiplied (once) by<br />

the specified value. Any integer value can be<br />

used here.<br />

LVLSTART: This attribute specifies the default<br />

starting level for an item.<br />

MINVAL: This attribute specifies the minimum<br />

level for the item.<br />

MAXVAL: The attribute specifies the maximum<br />

level for the item.<br />

USESEND: This attribute specifies whether or<br />

not the ability uses END. Valid values are<br />

“Yes” or “No”.<br />

APPEREND: This attribute specifies the Active<br />

Points per point of END for the item. This<br />

value will only be used for STR or items<br />

purchased as Powers. Any integer value can<br />

be used here. If you specify the APPEREND<br />

attribute for STR or a Power in a template, it<br />

overrides any END cost settings specified in<br />

the current campaign rules.<br />

INPUTLABEL: This attributes specifies the label<br />

for a field on the item’s dialog that requires<br />

input from the user. Any string can be<br />

specified here.<br />

OTHERINPUT: This attributes specifies<br />

whether the user can specify their own input<br />

or whether they must use one of the provided<br />

values. Valid values are “Yes” and “No”.<br />

ALLOWSOTHERMODIFIERS: This attribute<br />

specifies whether non-specific Modifiers can<br />

be added to this item. Valid values are “Yes”<br />

and “No”. If it is set to “Yes”, there will be an<br />

Add Modifier… button on the item’s dialog.<br />

ALLOWSOTHERADDERS: This attribute<br />

specifies whether or not non-specific Adders<br />

can be added to this ability. Valid values are<br />

“Yes” and “No”. If it is set to “Yes”, there will<br />

be a Custom Adder button on the item’s<br />

dialog.<br />

EXCLUSIVE: This attribute specifies whether<br />

the item can normally be purchased more<br />

than once within its given context. Valid<br />

values are “Yes” and “No”.<br />

SHOWDIALOG: This attribute specifies<br />

whether or not to display the item’s dialog<br />

when the item is added. Valid values are<br />

“Yes” and “No”. This attribute has no effect<br />

when “Quick Assign” is turned off on the<br />

Preferences dialog as described in the<br />

“Application Preferences” section on page 33. It<br />

can be used in all sections but the POWERS<br />

section.<br />

ABBREVIATION: This attribute specifies the<br />

abbreviation for the item. This value is only<br />

used when abbreviations are enabled on<br />

the Preferences dialog as described in the<br />

“Application Preferences” section on page 33.<br />

WGABBREVIATION: This attribute<br />

specifies the abbreviation to use when<br />

both abbreviations and writers’ guidelines<br />

compliance are enabled on the Preferences<br />

dialog as described in the “Application<br />

Preferences” section on page 33.<br />

WARNSIGN: This attribute specifies whether<br />

a warning sign appears beside the ability’s<br />

name in the available item pane. Valid values<br />

are “Yes” and “No”.<br />

STOPSIGN: This attribute specifies whether a<br />

stop sign appears beside the ability’s name in<br />

the available item pane. Valid values are “Yes”<br />

and “No”.<br />

COMMON SUBCONTAINERS<br />

The following subcontainers are used<br />

throughout character templates:<br />

OPTION: This subcontainer is used to present<br />

the user with a list of options for defining the<br />

Power. Base Cost, Level Cost, and so forth<br />

can all be specified on an option by option<br />

basis.<br />

Each option must have an XMLID attribute<br />

assigned to it which is unique within the<br />

context of the item. Options can contain<br />

Modifiers and Adders which will only appear<br />

when the user selects that option. If an option<br />

has a definition assigned to it, the definition<br />

of the main ability will be swapped out when<br />

the option is selected.<br />

DEFINITION: This subcontainer defines the<br />

definition for the item. Any text can be used<br />

here for the container’s contents.<br />

ADDER: Use this subcontainer to define any<br />

Adders which are available for the ability.<br />

Each ADDER container should specify at<br />

least the XMLID (unique within the context<br />

of the item), DISPLAY, BASECOST, and<br />

EXCLUSIVE attributes. You may also specify<br />

the various level parameters defined above.


46 ■ Character Templates <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

BASIC INFO FIELDS<br />

The following list shows<br />

the subcontainers that can<br />

be specified to label fields<br />

on the Basic Info tab:<br />

■ NAME1<br />

■ NAME2<br />

■ CAMPAIGN<br />

■ GENRE<br />

■ PLAYER<br />

■ GM<br />

BACKgROUND<br />

FIELDS<br />

The following list shows<br />

the subcontainers that can<br />

be specified to label fields<br />

on the Background tab:<br />

■ EYE_COLOR<br />

■ HAIR_COLOR<br />

■ BACKGROUND<br />

■ PERSONALITY<br />

■ QUOTE<br />

■ TACTICS<br />

■ USE<br />

■ APPEARANCE<br />

An ADDER may contain other ADDER<br />

containers, giving a hierarchical structure<br />

similar to that which is found in abilities like<br />

Transport Familiarity.<br />

Adders can contain EXCLUDES and<br />

REQUIRES containers which define the<br />

XMLIDs of other Adders which are either<br />

excluded or required by this Adder.<br />

Up to six Adders per ability may contain<br />

a REQUIRED attribute. Valid values for<br />

REQUIRED are “Yes” and “No”. When<br />

set to “Yes”, the Adder will be part of the<br />

item’s dialog and will always be selected.<br />

Only Adders with Options should use this<br />

Attribute.<br />

MODIFIER: Use this subcontainer to define<br />

any ability-specific Modifiers which are<br />

available. If you want to replace one of the<br />

standard Modifier definitions, you should<br />

create a Modifier with the same XMLID as<br />

the Modifier you wish to replace. MODIFIER<br />

containers can contain Adders and other<br />

Modifiers.<br />

The MODIFIER subcontainer may use a<br />

MULTIPLIER attribute to specify whether or<br />

not the Modifier is to appear as a multiplier<br />

on the dialog. Valid values for MULTIPLIER<br />

are “Yes” and “No”. For example, when<br />

MULTIPLIER is set to “Yes”, a +1 Modifier is<br />

displayed as a x2 multiplier.<br />

TYPE: This subcontainer defines the type of the<br />

item (for example, ATTACK or DEFENSE).<br />

The type determines what Modifiers should<br />

be made available as well as what Enhancers<br />

will apply to a given Skill or Perk. The<br />

container’s contents should be text. This<br />

container may be repeated multiple times so<br />

that an item may actually have multiple types.<br />

EXAMPLE: If the item’s container has an<br />

INPUTLABEL attribute, this subcontainer<br />

specifies a predefined input example that will<br />

appear in the dropdown list for the field in<br />

the item’s dialog labeled by INPUTLABEL.<br />

Repeat this container for every input example<br />

you want.<br />

TEMPLATE CONTAINER<br />

The main TEMPLATE container contains all the<br />

other containers used in the template. The following<br />

are valid attributes for the TEMPLATE container:<br />

version: This attributes specifies the version of<br />

<strong>Hero</strong> <strong>Designer</strong> character template tags with<br />

which the template was designed to be used.<br />

For example, templates designed for <strong>Hero</strong><br />

<strong>Designer</strong> v2, v3, and <strong>6th</strong> <strong>Edition</strong> would have<br />

this attribute set to “2.0”.<br />

extends: This attribute specifies the template that<br />

this template extends. For example, the builtin<br />

Superheroic template extends the built-in<br />

Main template and thus, has this attribute set<br />

to “builtIn.Main.hdt”.<br />

ABILITy CONTAINERS<br />

Most abilities (Skills, Perks, Talents, and so<br />

forth) defined by the template are defined by a<br />

container that bears the name of the ability (for<br />

example, the Acrobatics Skill is defined in the<br />

ACROBATICS container) or a variation of that<br />

name (for example, the Darkness Power is defined<br />

in the DARKNESS container).<br />

Each ability container features an appropriately<br />

named generic container that allows you to define<br />

new abilities of that type. For example, you can use<br />

the generic SKILL container to define new Skills<br />

within the SKILLS container. Adders, Modifiers,<br />

and Disadvantages are also defined with generic<br />

containers.<br />

When creating new abilities, it is often useful to<br />

copy the definition of a similar ability to use as your<br />

starting point and edit it appropriately. As always,<br />

be sure to assign a unique XMLID when defining<br />

new items.<br />

MAINAPP SECTION<br />

The MAINAPP section of the template is<br />

specified with the MAINAPP container.<br />

This container defines the basic application<br />

level parameters for characters built with the<br />

template. This includes the fields that appear on<br />

the Background tab and, for HERO System Fifth<br />

<strong>Edition</strong> templates, information on how Normal<br />

Characteristic Maxima affect characters built with<br />

the template.<br />

All attributes of the MAINAPP tag are fixed, that<br />

is, you can modify the values, but you cannot create<br />

new attributes. The following are valid attributes for<br />

the MAINAPP container:<br />

HEIGHT: This attribute specifies whether or not<br />

a Height field appears on the Background<br />

tab allowing users to enter the height of a<br />

character. Valid values are “Yes” or “No”.<br />

WEIGHT: This attribute specifies whether<br />

or not a Weight field appears on the<br />

Background tab allowing users to enter the<br />

weight of a character. Valid values are “Yes”<br />

or “No”.<br />

EYECOLOR: This attribute specifies whether<br />

or not an Eye Color field appears on the<br />

Background tab allowing users to enter the<br />

eye color of a character. Valid values are “Yes”<br />

or “No”.<br />

HAIRCOLOR: This attribute specifies whether<br />

or not a Hair Color field appears on the<br />

Background tab allowing users to enter the<br />

hair color of a character. Valid values are<br />

“Yes” or “No”.<br />

BACKGROUND_TAB: This attribute specifies<br />

whether or not the Background tab is<br />

included. Valid values are “Yes” or “No”.<br />

NCM_COST_MULTIPLIER: This attribute<br />

specifies the effect of exceeding the Normal<br />

Characteristic Maxima level on a given<br />

Characteristic, that is, the value indicates by


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

Character Templates ■ 47<br />

how much to multiply the cost of increased<br />

levels. The value must be an integer.<br />

This attribute can be omitted if the characters<br />

to be built with the template do not use<br />

Normal Characteristic Maxima. For example,<br />

the standard Vehicle template does not use<br />

this attribute nor do HERO System Sixth<br />

<strong>Edition</strong> characters.<br />

GENERAL_LEVEL: This attribute specifies the<br />

value for the “General” Characteristic. This<br />

is used for Skills such as Knowledge Skills<br />

which are based off of “General” rather than<br />

a Characteristic. The standard templates have<br />

this attribute set to “10”.<br />

The MAINAPP section also defines Normal<br />

Characteristic Maxima with the NCM container.<br />

If you do not want Normal Characteristic Maxima<br />

available for characters built with this template, do<br />

not include the NCM container.<br />

The NCM container has the following attributes:<br />

XMLID: This attribute is described in the<br />

“Common Attributes” section on page 44.<br />

DISPLAY: This attribute specifies what you want<br />

Normal Characteristic Maxima to be called in<br />

this template. This is normally set to “Normal<br />

Characteristic Maxima”.<br />

BASECOST: This attribute specifies the base<br />

value of the Disadvantage associated with<br />

Normal Characteristic Maxima. The value<br />

must be an integer.<br />

For example, standard <strong>Hero</strong>ic templates<br />

have this attribute set to “0”, while standard<br />

Superheroic templates have it set to “20”.<br />

Within the NCM container, you can specify<br />

any number of OPTION containers that define<br />

the various age restrictions available. Each of these<br />

OPTION containers must have a unique XMLID.<br />

Each Characteristic affected by the age restriction<br />

must also have a corresponding attribute (with the<br />

same name as the OPTION’s XMLID attribute)<br />

that specifies the Characteristic maximum for that<br />

age restriction. Examples of this can be seen in the<br />

copies of the standard templates provided.<br />

Each OPTION container used to define an<br />

age restriction also has a DISPLAY attribute that<br />

specifies the name of the restriction (for example,<br />

“40+ Years Old”) and a BASECOST attribute that<br />

specifies the value of the Disadvantage associated<br />

with taking Normal Characteristic Maxima and this<br />

age restriction.<br />

Finally, the MAINAPP section also uses<br />

several subcontainers to specify the labels used<br />

for fields on the Basic Info and Background<br />

tabs. These subcontainers are listed in the “Basic<br />

Info Fields” and “Background Fields” sidebars<br />

on page 46. If any of these subcontainers (except<br />

EYE_COLOR or HAIR_COLOR) are empty (for<br />

example, or<br />

), the field that it labels is removed from<br />

the appropriate tab.<br />

CHARACTERISTICS SECTION<br />

This section defines the Characteristics available<br />

for characters built with this template.<br />

A template can include any of the Characteristics<br />

listed in the “Available Characteristics” sidebar,<br />

as appropriate. For example, in the standard<br />

<strong>Hero</strong> <strong>Designer</strong> templates, the DEF and SIZE<br />

Characteristics are only used in the Vehicle<br />

template, while the BASESIZE Characteristic is<br />

only used in the Base template. There are also 10<br />

custom characteristics (CUSTOM1, CUSTOM2,<br />

… CUSTOM10) that you can use to define new<br />

characteristics.<br />

To include a Characteristic in a template, the<br />

CHARACTERISTICS section should include a<br />

container with the name of the Characteristic. Such<br />

a container can have the following attributes:<br />

BASE: This attribute specifies the base value for<br />

the Characteristic on the Characteristics tab.<br />

Any levels gained from this are free.<br />

POSITION: This attribute specifies position<br />

in the Characteristic list in which the<br />

Characteristic should appear (relative to the<br />

others)<br />

[XXX]INCREASE: This attribute specifies the<br />

amount to increase another Characteristic<br />

(or other aspect of the character) relative to<br />

this one.<br />

[XXX]INCREASELEVELS: This attribute<br />

specifies the number of levels of the<br />

Characteristic before the increase defined<br />

by [XXX]INCREASE takes effect. For<br />

example, the DEX container in HERO<br />

System Fifth <strong>Edition</strong> templates has the<br />

attributes SPDINCREASE=“1” and<br />

SPDINCREASELEVELS=“10”.<br />

Using the [XXX]INCREASE and [XXX]<br />

INCREASELEVELS attributes let you specify which<br />

Characteristics are Figured Characteristics as well<br />

as the formula used to determine their value. Valid<br />

values for [XXX] are STR, DEX, CON, BODY, INT,<br />

EGO, PRE, COM, PD, ED, SPD, REC, END, STUN,<br />

KB, REACH, HEIGHT, WIDTH, DCV, OCV,<br />

PER, ECV, DEF, SIZE, LEAPING, RUNNING,<br />

and SWIMMING as well as CUSTOM1,<br />

CUSTOM2, … CUSTOM10. You should never<br />

have a Characteristic increase itself in this manner<br />

(that is, the STR container should never have<br />

the STRINCREASE or STRINCREASELEVELS<br />

attributes).<br />

The OCVINCREASE, DCVINCREASE,<br />

OCVINCREASELEVELS, and<br />

DCVINCREASELEVELS attributes are only usable<br />

with the calculated OCV and DCV in HERO System<br />

Fifth <strong>Edition</strong> templates, and not with the OCV and<br />

DCV Characteristics in HERO System Sixth <strong>Edition</strong><br />

templates.<br />

In templates that use Normal Characteristic<br />

Maxima (NCM), Characteristic containers also<br />

define the various limits for NCM. These attributes<br />

take the form of NCM=“10” or NCM40=“15”,<br />

and so forth. The name of the attribute (that is,<br />

AvAILABLE<br />

CHARACTERISTICS<br />

There are many built-in<br />

Characteristic containers<br />

that can be specified in a<br />

<strong>Hero</strong> <strong>Designer</strong> character<br />

template. The following are<br />

from HERO System Fifth<br />

<strong>Edition</strong>:<br />

■ STR<br />

■ DEX<br />

■ CON<br />

■ BODY<br />

■ INT<br />

■ EGO<br />

■ PRE<br />

■ COM<br />

■ PD<br />

■ ED<br />

■ SPD<br />

■ REC<br />

■ END<br />

■ STUN<br />

■ DEF<br />

■ SIZE<br />

■ BASESIZE<br />

■ RUNNING<br />

■ SWIMMING<br />

■ LEAPING<br />

In addition, the following<br />

built-in Characteristic<br />

containers from HERO<br />

System Sixth <strong>Edition</strong> are<br />

available:<br />

■ OCV<br />

■ DCV<br />

■ OMCV<br />

■ DMCV<br />

Finally, the following<br />

custom Characteristic<br />

container are available:<br />

■ CUSTOM1<br />

■ CUSTOM2<br />

■ CUSTOM3<br />

■ CUSTOM4<br />

■ CUSTOM5<br />

■ CUSTOM6<br />

■ CUSTOM7<br />

■ CUSTOM8<br />

■ CUSTOM9<br />

■ CUSTOM10


48 ■ Character Templates <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

NCM or NCM40) should match the XMLID of<br />

the appropriate NCM OPTION specified in the<br />

MAINAPP section. The value is the maximum<br />

value before the Normal Characteristic Maxima<br />

cost multiplier kicks in.<br />

In addition, Characteristic containers can<br />

include Adders and Modifiers, although these will<br />

only be used when the Characteristic is purchased<br />

as a Power.<br />

An example of modifying Characteristic<br />

definitions and adding new Characteristics appears<br />

in the “Creating Extension Templates” section on<br />

page 50.<br />

SKILLS SECTION<br />

The SKILLS section defines the Skills available<br />

for characters built with the template.<br />

In addition to the common subcontainers<br />

listed on page 45, Skills use a subcontainer called<br />

CHARACTERISTIC_CHOICE. This subcontainer<br />

specifies on what Characteristic a Skill is based.<br />

When multiple CHARACTERISTIC_CHOICE<br />

subcontainers are present, users are presented with<br />

a dropdown selection list, letting them choose<br />

on which Characteristic to base the Skill. Each<br />

CHARACTERISTIC_CHOICE subcontainer has a<br />

single subcontainer of its own: ITEM.<br />

ITEM can define the following values:<br />

BASECOST, LVLCOST, LVLVAL, and<br />

CHARACTERISTIC. The CHARACTERISTIC<br />

value should match one of the Characteristics<br />

defined in the template’s CHARACTERISTICS<br />

section. Additionally, you may use the value<br />

GENERAL to refer to the GENERAL_LEVEL<br />

defined in the MAINAPP section.<br />

As a general rule, you should not change<br />

flat-cost Skills (that is, Skills that do not have a<br />

LVLCOST, LVLVAL, and so forth defined) to levelbased<br />

Skills or vice-versa. The safest way to edit<br />

abilities in this section is to just change the values of<br />

attributes that are already specified.<br />

You can add Adders and Modifiers to any Skill.<br />

To create new Skills, use the generic SKILL<br />

container and assign it a unique XMLID.<br />

This container uses the same attributes and<br />

subcontainers as the predefined Skills. An example<br />

of creating a new Skill appears in the “Creating<br />

Extension Templates” section on page 50.<br />

SKILL_ENHANCERS SECTION<br />

All Skill Enhancers (Scholar, Scientist, and so<br />

forth) are defined in this section. The available Skill<br />

Enhancers are fixed, though you can change any<br />

of the attributes and set what types of item each<br />

affects (for example, KNOWLEDGE, CONTACT,<br />

and so forth) by using the TYPE container.<br />

The only attribute unique to Skill Enhancers is<br />

COSTSAVINGS. This attribute should be set to an<br />

integer value and represents the amount to deduct<br />

from the cost of any abilities which match the<br />

Enhancer’s type.<br />

You cannot add new Skill Enhancers. Nor<br />

can you can you remove a Skill Enhancer from<br />

the menu. However, you can use the REMOVE<br />

container described in “Creating Extension<br />

Templates” on page 50 to disable a Skill Enhancer<br />

and prevent it from being selected from the Skill<br />

Enhancer menu. You can also use Custom Adders<br />

to simulate new Skill Enhancers as described<br />

in the “Attaching Custom Adders To Lists And<br />

Frameworks” sidebar on page 26.<br />

MARTIAL_ARTS SECTION<br />

All Martial Maneuvers and related abilities<br />

(extra Damage Classes, Weapon Element, and<br />

so forth) are defined in this section. The related<br />

abilities (extra Damage Classes, Weapon Element,<br />

and so forth) are fixed (that is, you cannot add new<br />

ones), though the attributes can all be edited to<br />

change their structure.<br />

All maneuvers are defined with the generic<br />

MANEUVER container. The valid attributes for the<br />

MANEUVER container are as follows:<br />

DISPLAY: This attribute specifies the default<br />

name of the maneuver.<br />

CATEGORY: This attribute specifies the<br />

category of the Maneuver. By default, there<br />

are two categories: “Hand To Hand” and<br />

“Ranged”. If you define a Maneuver with a<br />

different value for CATEGORY, it will be<br />

placed in a list for that category. Any string<br />

value may be used here.<br />

OCV: This attribute specifies the OCV modifier<br />

for the Maneuver. Any String value may<br />

be used here (so you may specify “--“ for<br />

Maneuvers like Dodge) , though the length of<br />

the string should be limited for formatting.<br />

DCV: This attribute specifies the DCV modifier<br />

for the maneuver. Any String value may be<br />

used here, though the length of the string<br />

should be limited for formatting.<br />

DC: This attribute specifies the number of<br />

additional damage classes of effect this<br />

Maneuver provides. Any integer value may be<br />

used here.<br />

PHASE: This attribute specifies how many<br />

phases it takes to perform the Maneuver. Any<br />

string value may be used here, though for<br />

formatting, you should limit the length to 3<br />

characters or less.<br />

EFFECT: This attribute specifies the text that<br />

should appear in the effect column for this<br />

Maneuver.<br />

WEAPONEFFECT: This attribute specifies the<br />

text that should appear in the effect column<br />

for this Maneuver if the user specifies that it<br />

is used with a weapon. The presence of this<br />

Attribute will create a drop-down list for the<br />

user to select whether they are purchasing the<br />

maneuver for use with a weapon or empty<br />

hand.<br />

The EFFECT and WEAPONEFFECT<br />

attributes specify the damage that a Maneuver


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Character Templates ■ 49<br />

does. To represent the different types of damage<br />

(normal, killing, NND, and so forth), you<br />

can use the following special strings within<br />

the value definitions for these attributes:<br />

[NORMALDC], [WEAPONDC], [FLASHDC],<br />

[NNDDC], [STRDC], [KILLINGDC], and<br />

[WEAPONKILLINGDC]. These special strings<br />

include, where appropriate, all Damage Classes<br />

from both the maneuver itself and the character’s<br />

STR as well as any appropriate extra Damage<br />

Classes purchased.<br />

For example, the EFFECT attribute for the Basic<br />

Strike Maneuver is set to “[NORMALDC] Strike” in<br />

the standard templates resulting in a display of “6d6<br />

Strike” for a STR 15 character who has purchased<br />

+1HTH Damage Class(es).<br />

PERKS SECTION<br />

All Perks are defined in this section. The list of<br />

available Perks is fixed, though the attributes for any<br />

given Perk can be edited to change most aspects of<br />

the Perk itself.<br />

As a general rule, you should not change<br />

flat-cost Perks (that is, Perks that do not have<br />

LVLCOST, LVLVAL, and so forth defined) to<br />

level-based Perks or vice-versa. The safest way to<br />

edit abilities in this section is to change the values<br />

of Attributes that are already specified. Also, you<br />

cannot change a roll-based Perk to a non-roll-based<br />

Perk (or vice versa) as the formatting for display<br />

on the character sheet pane (and thus, exporting as<br />

well) is contained within the application itself.<br />

You can add Adders and/or Modifiers to any of<br />

the Perks.<br />

To create new Perks, use the generic PERK<br />

container and assign it a unique XMLID.<br />

This container uses the same attributes and<br />

subcontainers as the predefined Perks.<br />

TALENTS SECTION<br />

All Talents are defined in this section. The list<br />

of available Talents is fixed, though the attributes<br />

for any given Talent can be edited to change most<br />

aspects of the Talent itself.<br />

In addition to the common subcontainers<br />

listed on page 45, Talents use a subcontainer called<br />

CHARACTERISTIC_CHOICE. This subcontainer<br />

specifies on what Characteristic a Talent is<br />

based. When a Talent container has multiple<br />

CHARACTERISTIC_CHOICE subcontainers,<br />

the users are presented with a dropdown<br />

selection list, letting them choose on which of<br />

these Characteristics to base the Talent. Each<br />

CHARACTERISTIC_CHOICE subcontainer has a<br />

single subcontainer of its own: ITEM.<br />

ITEM can define the following values:<br />

BASECOST, LVLCOST, LVLVAL, and<br />

CHARACTERISTIC. The CHARACTERISTIC<br />

value should match one of the Characteristics<br />

defined in the template’s CHARACTERISTICS<br />

section. Additionally, you may use the value<br />

GENERAL to refer to the GENERAL_LEVEL<br />

defined in the MAINAPP section.<br />

As a general rule, you should not change<br />

flat-cost Talents (i.e. Talents that do not have a<br />

LVLCOST, etc. defined) to level-based Talents or<br />

vice-versa. The safest way to edit abilities in this<br />

section is to change the values of Attributes that<br />

are already specified. Also, you cannot change a<br />

roll-based Talent to a non-roll-based Talent (or vice<br />

versa) as the formatting for display for display on<br />

the character sheet pane (and thus, exporting as<br />

well) is contained within the application itself.<br />

You can add Adders and/or Modifiers to any of<br />

the Talents.<br />

To create new Talents, use the generic TALENT<br />

container and assign it a unique XMLID.<br />

This container uses the same attributes and<br />

subcontainers as the predefined Talents..<br />

POWERS SECTION<br />

All Powers are defined in this section. The list<br />

of available Powers is fixed, though the attributes<br />

for any given Power can be edited to change most<br />

aspects of the Power itself.<br />

In addition to the common attributes listed on<br />

page 44, Power containers can have the following<br />

attributes:<br />

DURATION: This attribute specifies the<br />

duration of the Power. Valid values are<br />

“INSTANT”, “CONSTANT”, “PERSISTENT”,<br />

and “INHERENT”.<br />

TARGET: This attribute specifies how the Power<br />

is targeted. Valid values are “SELFONLY”,<br />

“DCV”, “ECV”, and “HEX”.<br />

The value “HEX” is also used for Powers that<br />

target a 2 meter area in HERO System Sixth<br />

<strong>Edition</strong>.<br />

RANGE: This attributes specifies the range of<br />

the Power. Valid values are “SELF”, “Yes”,<br />

“No”, and “LOS”.<br />

VISIBLE: This attribute specifies whether or not<br />

a Power is visible. Valid values are “Yes” and<br />

“No”.<br />

In addition, Power Containers can also<br />

use the attributes [XXX]INCREASE and<br />

[XXX]INCREASELEVELS as defined in<br />

“CHARACTERISTICS Section” on page 47.<br />

MODIFIERS SECTION<br />

All Modifiers are defined in this section.<br />

Modifiers use the generic MODIFIER container<br />

combined with a unique XMLID. This means you<br />

can create as many new Modifiers as you like. Each<br />

Modifier is defined in a MODIFIER container.<br />

A MODIFIER container may use the<br />

EXCLUDES and REQUIRES attributes. These<br />

attributes hold a simple string which should be<br />

equal to the XMLID of the Modifier that you wish<br />

to make exclusive or required.


50 ■ Character Templates <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

BUILT-IN TEMPLATE<br />

NAMES<br />

The following are the<br />

names of the built-in<br />

templates to be used with<br />

the extends attribute of the<br />

TEMPLATE container:<br />

■ builtIn.Main6E.hdt<br />

■ builtIn.<strong>Hero</strong>ic6E.hdt<br />

■ builtIn.Superheroic6E.<br />

hdt<br />

■ builtIn.Vehicle6E.hdt<br />

■ builtIn.Base6E.hdt<br />

■ builtIn.Automaton6E.hdt<br />

■ builtIn.Computer6E.hdt<br />

■ builtIn.AI6E.hdt<br />

■ builtIn.Main.hdt<br />

■ builtIn.Normal.hdt<br />

■ builtIn.<strong>Hero</strong>ic.hdt<br />

■ builtIn.Superheroic.hdt<br />

■ builtIn.Vehicle.hdt<br />

■ builtIn.Base.hdt<br />

■ builtIn.Automaton.hdt<br />

■ builtIn.Computer.hdt<br />

■ builtIn.AI.hdt<br />

DISADvANTAgES SECTION<br />

All Complications (or Disadvantages) are<br />

defined in this section. Complications use the<br />

generic DISADVANTAGE container combined<br />

with a unique XMLID. This means you can create as<br />

many new Complications as you like. There are no<br />

special Attributes or Containers for Complications.<br />

Complications in the standard templates make<br />

heavy use of the REQUIRED attribute for many of<br />

their Adders.<br />

Creating Extension<br />

Templates<br />

As mentioned earlier, the recommended way to<br />

create a custom template is to create an extension<br />

template that is based on one of the existing<br />

built-in templates. This section looks at common<br />

considerations when creating an extension template<br />

based on the built-in Main template.<br />

An extension template contains all the sections<br />

of a standard template. So, to begin, it’s best to start<br />

with an empty template that basically inherits all<br />

the features of the Main template. In fact, that is<br />

how the built-in Superheroic template is defined.<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

...<br />

<br />

<br />

Once you have the basic template defined, you<br />

can add the changes you want.<br />

First, you decide you want to add a new Figured<br />

Characteristic named Education (EDU) to a HERO<br />

System Fifth <strong>Edition</strong> template. EDU will have a<br />

base value of INT/2 and can be increased at a cost<br />

of 1 point per +1. As mentioned earlier, you can<br />

implement the addition of a new Characteristic<br />

by using the custom Characteristics, in this<br />

case, CUSTOM1. However, because this new<br />

Characteristic is based on INT, you must redefine<br />

both CUSTOM1 and INT. To do so, include the<br />

following in the CHARACTERISTICS container:<br />

<br />

<strong>Hero</strong> System Fifth <strong>Edition</strong> Rule Book<br />

Sidekick<br />

(<strong>Hero</strong> System Fifth <strong>Edition</strong> Rule Book,<br />

page 23; Revised, page 37) Intelligence represents a<br />

character’s ability to take in and process information<br />

quickly. <br />

<br />

<br />

(Template extension) Education<br />

represents a character’s level of education. <br />

<br />

This positions the new EDU Characteristic<br />

at the bottom of the Characteristic list following<br />

the Movement abilities. To position it somewhere<br />

else in the list, you would need to redefine any<br />

Characteristics which would follow it in the list to<br />

adjust its POSITION attribute.<br />

If you were adding EDU as a Characteristic to a<br />

HERO System Sixth <strong>Edition</strong> template, the approach<br />

would be slightly different. In this case, EDU will<br />

not be based on INT but will simply have a starting<br />

value of 2. As a result, there is no need to redefine<br />

INT; you need only define EDU.<br />

<br />

(Template extension) Education<br />

represents a character’s level of education. <br />

<br />

Next you decide to add a new Skill named<br />

Leadership based on the example from the HERO<br />

System Sixth <strong>Edition</strong> and HERO System Sixth<br />

<strong>Edition</strong> rulebooks. To do so, you would make use of<br />

the generic SKILL container described in “SKILLS


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Character Templates ■ 51<br />

Section” on page 48 and place the following definition<br />

in the SKILLS container of a HERO System Fifth<br />

<strong>Edition</strong> template:<br />

<br />

<br />

<br />

<br />

<strong>Hero</strong> System Fifth <strong>Edition</strong> Rule Book<br />

(<strong>Hero</strong> System Fifth <strong>Edition</strong> Rule Book<br />

sample, page 352; Revised, page 562)Characters<br />

with this Interaction Skill can lead and inspire men<br />

in battle.<br />

<br />

<br />

For a HERO System Sixth <strong>Edition</strong> temple, you<br />

would place the following in the SKILLS container:<br />

<br />

<br />

<br />

<br />

Characters with this Interaction Skill can<br />

lead and inspire men in battle.<br />

<br />

<br />

The easiest way to create this definition is to<br />

copy the definition of a similar Skill (in this case,<br />

Persuasion) and edit it appropriately.<br />

You also decide that you do not want the<br />

Universal Translator Talent in this custom template.<br />

To accomplish this, you would use the REMOVE<br />

container and place the following in the TALENTS<br />

container:<br />

UNIVERSAL_TRANSLATOR<br />

The REMOVE container causes the extension<br />

template not to inherit an item from the template<br />

it is based on. The value placed in the container<br />

identifies the item. For items which have a unique<br />

container such as Universal Translator, it is the<br />

name of that container. For items which have an<br />

XMLID attribute, it is the value of that attribute. For<br />

example, to remove the Indirect Advantage, which<br />

has an XMLID of “INDIRECT”, you would place<br />

the following in the MODIFIERS container:<br />

INDIRECT<br />

As these examples show, you can express the<br />

differences between the extension template and the<br />

base template using three different methods: adding<br />

new items, redefining existing ones, and removing<br />

items.<br />

So far, the examples given have been of a single<br />

extension template extending a single built-in<br />

template. That is, the extension template inherits<br />

features from a single parent template. However,<br />

you can also create an extension template that<br />

inherits features from multiple parent templates. To<br />

do so, instead of specifying a single template name<br />

as the value of the extends attribute, you specify<br />

a comma-separated list of template names as the<br />

value of that attribute.<br />

The order of the parent templates in this list is<br />

very important. The first template in the string gets<br />

precedence over all others, and so on down the<br />

string. For example, if you have a custom template<br />

named C.hdt which has the following extends<br />

attribute:<br />

extends=”A.hdt, B.hdt”><br />

If A.hdt and B.hdt both define the Armor Power,<br />

A’s definition will be used as the base for C.hdt<br />

because A.hdt comes before B.hdt in the list of<br />

parent templates.<br />

Things get a little more confusing when dealing<br />

with REMOVE containers in the parent templates.<br />

Suppose A.hdt removes the STR Characteristic,<br />

but B.hdt does not. C.hdt will contain B.hdt’s<br />

definition of the STR Characteristic. If you don’t<br />

want this, you will need to either remove STR from<br />

C.hdt or redefine it, whichever suits your needs.<br />

The best way to think about this is that C.hdt<br />

inherits the first definition of a given ability in the<br />

list of parent templates. Since A.hdt removes the<br />

definition for STR, it does not have that ability.<br />

B.hdt therefore becomes the first template in the list<br />

to contain the definition.<br />

Another tricky area is the containers found in<br />

the MAINAPP section. In general, the first template<br />

in list of parent templates defines the defaults for<br />

the MAINAPP section. The only exception is NCM.<br />

The first template in the list of parent templates<br />

which contains an NCM container defines both<br />

the NCM object as well as the default value for the<br />

NCM cost multiplier for the extension template.<br />

When you have finished creating your extension<br />

template be sure to save it with a .hdt extension. You<br />

can then assign it to a character by selecting Choose<br />

File… from the Template menu as described in<br />

the “Changing The Character Template” section on<br />

page 6.


52 ■ Export Formats <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

ExPORT FORMATS<br />

As briefly described in the “Basic Concepts”<br />

chapter on page 2, Export Formats are<br />

files which contain special fields that<br />

get replaced by information from your<br />

character when you export that character.<br />

Because the Export Format determines what<br />

information is exported and where it is placed<br />

in the exported file, this feature lets you create<br />

character sheets with a wide variety of looks.<br />

<strong>Hero</strong> <strong>Designer</strong> provides many Export Formats<br />

including a HTML template based on the standard<br />

HERO System Fifth <strong>Edition</strong> character sheet as well<br />

as a variety of HERO System Sixth <strong>Edition</strong> formats<br />

and many others. These can be found in the Export<br />

Formats section of the <strong>Hero</strong> <strong>Designer</strong> area of the<br />

<strong>Hero</strong> <strong>Games</strong> website (www.herogames.com).<br />

Currently, <strong>Hero</strong> <strong>Designer</strong> only exports text files.<br />

This means that you can only create templates in<br />

text-based formats. This could be HTML (for web<br />

browsers), plain text, or more complex formats such<br />

as RTF (used by many word processors including<br />

Microsoft Word). You cannot create templates in<br />

binary formats.<br />

You can edit or create an Export Format using<br />

any standard text editor such as the Notepad<br />

application on Windows systems or the VI editor on<br />

Linux and UNIX systems. Once you have finished<br />

editing or creating an Export Format, be sure to<br />

save it with a .hde extension. Only files with a .hde<br />

extension are recognized as Export Formats.<br />

While the following sections describe the<br />

structure of an Export Format and define the tags<br />

and containers used, a greater understanding can be<br />

obtained by viewing the Export Formats available,<br />

so you can see how these items are actually used.<br />

You can also often find help with creating Export<br />

Formats in the <strong>Hero</strong> <strong>Designer</strong> discussion board on<br />

the <strong>Hero</strong> <strong>Games</strong> website at www.herogames.com.<br />

CREATINg AN ExPORT<br />

FORMAT<br />

The Export Format structure is based on tags<br />

and containers. The definition of a tag is simply<br />

anything that looks like the following:<br />

<br />

A container has a similar appearance, but (as the<br />

name suggests) it contains other items. It has both a<br />

beginning and an ending tag. Like this:<br />

<br />

…any text here….<br />

<br />

The tag for the end of the container is the<br />

same as the tag for the beginning with a / inserted<br />

before the container name. Note that the “--” at the<br />

beginning and end of tag names is two hyphens.<br />

Tags are single entities. They don’t contain<br />

anything and <strong>Hero</strong> <strong>Designer</strong> simply replaces them<br />

with the appropriate value when it creates an<br />

export file. You can repeat any tag as many times<br />

as you want. Each occurrence is replaced with the<br />

appropriate value.<br />

Containers may contain other tags or even other<br />

containers. There are several containers that entail<br />

certain logical checks be made by the application<br />

before inserting any values. These will be discussed<br />

below.<br />

A list of the available tags and containers appears<br />

in the “Available Tags And Containers” section on<br />

page 54. A similar list can be found in the Export<br />

Formats section of the <strong>Hero</strong> <strong>Designer</strong> area of the<br />

<strong>Hero</strong> <strong>Games</strong> website (www.herogames.com). As<br />

updates to <strong>Hero</strong> <strong>Designer</strong> are released, additional<br />

tags and containers may be made available. If there<br />

is information that you would like to see made<br />

available for export, send an e-mail to support@<br />

herodesigner.com requesting it.<br />

To create an Export Format, you simply write<br />

the template file in whatever mark-up language you<br />

choose (plain text, HTML, RTF, TEX, LaTEX, and<br />

so forth) and insert the tags and containers at the<br />

point where you want text from the character to be<br />

inserted.<br />

Any text that is inside of a container is<br />

preserved. This is useful when dealing with<br />

containers that represent “1 to many” values<br />

(like Powers). These containers loop through<br />

the specified values and insert the text and tags<br />

contained within them once for each value they<br />

encounter. For example, the …<br />

container will loop through each<br />

Power the character has bought and each time,<br />

insert the text between the beginning and ending


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Export Formats ■ 53<br />

tag. If there are any subcontainers or tags, they will<br />

be evaluated for each Power.<br />

Once you have written and saved your Export<br />

Format, you’re ready to test it out. Fire up <strong>Hero</strong><br />

<strong>Designer</strong> and try exporting a character with the<br />

new format.<br />

Describing The Format<br />

<strong>Hero</strong> <strong>Designer</strong> has several containers for<br />

specifying general information about the Export<br />

Format.<br />

To specify the display name of the Export<br />

Format to be used in the list of available formats<br />

presented by <strong>Hero</strong> <strong>Designer</strong>, use the container:<br />

<br />

<br />

The text in this container is used as the display.<br />

Everything from the beginning tag to the ending<br />

tag (inclusive) will be removed from the final export<br />

file. The name should be kept short for display<br />

purposes.<br />

To specify the description of the Export Format<br />

to be displayed in this list, use the container:<br />

<br />

<br />

The text contained between these two tags<br />

will appear as the format’s description in the list<br />

of available Export Formats presented by <strong>Hero</strong><br />

<strong>Designer</strong>. Everything from the beginning tag to the<br />

ending tag (inclusive) will be removed from the<br />

final export file.<br />

To specify the valid file extensions for files<br />

exported using this Export Format, use the<br />

container:<br />

<br />

<br />

This container can be repeated multiple times.<br />

For example:<br />

html<br />

htm<br />

Replacement Containers<br />

Occasionally, when creating a <strong>Hero</strong> <strong>Designer</strong><br />

Export Format, you may find it useful to be able to<br />

replace one string of text in the output with another<br />

each time the first string occurs. You can do this by<br />

using the REPLACE container and its associated<br />

subcontainers. For example:<br />

<br />

abc<br />

xyz<br />

<br />

replaces each occurrence of the string “abc” (as<br />

specified by the DEFSTRING subcontainer) with<br />

the string “xyz” (as specified by the REPSTRING<br />

subcontainer).<br />

For more sophisticated replacements, <strong>Hero</strong><br />

<strong>Designer</strong> provides the REG_REPLACE container<br />

and its subcontainers. This container has the form:<br />

<br />

… <br />

… <br />

<br />

This is similar to the REPLACE container except<br />

that the REGSTRING subcontainer contains a<br />

regular expression. Regular expressions are complex<br />

constructions that specify a pattern of characters<br />

to be matched. They are particularly common in<br />

many UNIX utilities and in languages like Perl.<br />

A discussion of regular expressions is beyond the<br />

scope of this manual; however, the a quick web<br />

search should turn up plenty of information if<br />

you are not already familiar with the concept. The<br />

REPSTRING subcontainer specifies the string that<br />

will replace the strings matched by the regular<br />

expression in the REGSTRING subcontainer.<br />

MATH Container<br />

<strong>Hero</strong> <strong>Designer</strong> also allows you to perform<br />

basic mathematical calculation with the MATH<br />

container. The contents of this container is a<br />

mathematical expression. In the exported file, the<br />

MATH container is replaced with the calculated<br />

value of the expression. For example:<br />

<br />

3 * <br />

<br />

is replaced with the value of 3 times the<br />

character’s STR characteristic.<br />

Mathematical expressions in the MATH<br />

container can use the four basic mathematical<br />

operations (+, -, *, and /) as well as parentheses.<br />

Conditional Containers<br />

<strong>Hero</strong> <strong>Designer</strong> features a variety of conditional<br />

containers. These containers (which normally begin<br />

with IF or IS) only have their contents included in<br />

the exported files if the condition is true.<br />

For example, the following container only has<br />

its contents included if the character has purchased<br />

any Maneuvers:<br />

<br />

<br />

Similarly, the following container only has its<br />

contents included if the current item is in a list or<br />

Framework:<br />

<br />

<br />

Looping Containers<br />

This section describes looping containers and<br />

some of the tags and other containers that can be<br />

used in conjunction with them.


54 ■ Export Formats <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

As mentioned earlier, containers that represent<br />

general ability categories such as:<br />

<br />

’<br />

automatically loop through all abilities of that type,<br />

one at a time.<br />

<strong>Hero</strong> <strong>Designer</strong> also has several containers which<br />

give you greater control over such loops.<br />

To specify the item which begins the loop, use<br />

the container:<br />

<br />

<br />

For example, the following means “Start with the<br />

10th item in the loop:”:<br />

10<br />

Similarly, the following container specifies which<br />

item ends the loop:<br />

<br />

<br />

For example the following means “Stop with the<br />

20th item in the loop:”:<br />

20<br />

These containers let you create Export Formats<br />

that place sections of an ability list in different<br />

places of the exported file.<br />

COMBAT RECORD ExPORT<br />

FORMATS<br />

Combat record Export Formats are a special case<br />

of Export Format. As the name indicates, they are<br />

used for exporting combat records, as described in<br />

the “Combat Records” section on page 31.<br />

In most ways, combat record Export Formats are<br />

just like regular Export Formats with one exception.<br />

They have a special container:<br />

<br />

<br />

which is a looping container that loops through<br />

each character specified to be included in the<br />

combat record. Within this container, you can place<br />

any appropriate tag or container. The following<br />

containers are particularly appropriate for including<br />

a table that shows which characters act in which<br />

phases:<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Once you have finished editing or creating a<br />

combat record Export Format, be sure to save the<br />

template with a .hcr extension. Only files with a .hcr<br />

extension are recognized as combat record Export<br />

Formats.<br />

AvAILABLE TAgS AND<br />

CONTAINERS<br />

Basic Tags<br />

FORMAT INFORMATION TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

CHARACTER INFORMATION TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Export Formats ■ 55<br />

IMAgE TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

POINT TOTAL TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

OCv, DCv, AND ECv TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

EqUIPMENT TAgS<br />

<br />

<br />

<br />

REPLACEMENT TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

MATH TAgS<br />

<br />

[simple math formulae including the symbols *, /,<br />

+, -, (, )]<br />

<br />

NOTE TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

COMBAT RECORD TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

RUNNINg TAgS<br />

Movement Tags<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

SWIMMINg TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />


56 ■ Export Formats <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

<br />

<br />

<br />

<br />

<br />

LEAPINg TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

FLIgHT TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

gLIDINg TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

SWINgINg TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

TELEPORTATION TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

TUNNELINg TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Characteristic Tags<br />

gENERAL CHARACTERISTIC TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

SPECIFIC CHARACTERISTIC TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Export Formats ■ 57<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Characteristic Tags]<br />

<br />

gENERAL TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Ability Tags


58 ■ Export Formats <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

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<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

<br />

[General Tags]<br />

<br />

COMBAT LEvEL TAgS<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

LIgHTNINg REFLExES<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

MARTIAL ART TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

SKILL TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

PERK TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />


<strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong> Export Formats ■ 59<br />

TALENT TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

POWER TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

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<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

EqUIPMENT TAgS<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

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<br />

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<br />

<br />

<br />

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<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

<br />

COMPLICATION/DISADvANTAgE TAgS<br />

<br />

<br />

<br />

<br />

<br />

[General Tags]<br />

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